/obj/item/material/harpoon name = "harpoon" sharp = 1 edge = TRUE desc = "Tharr she blows!" icon_state = "harpoon" item_state = "harpoon" force_divisor = 0.3 // 18 with hardness 60 (steel) thrown_force_divisor = 0.85 attack_verb = list("jabbed","stabbed","ripped") worth_multiplier = 15 /obj/item/material/harpoon/proc/prime() return /obj/item/material/harpoon/explosive name = "explosive harpoon" /obj/item/material/harpoon/explosive/prime() playsound(get_turf(src), 'sound/items/countdown.ogg', 125, 1) addtimer(CALLBACK(src, PROC_REF(detonate)), 3 SECONDS) return /obj/item/material/harpoon/explosive/proc/detonate() explosion(get_turf(src), -1, -1, 2) qdel(src) /obj/item/material/hatchet name = "hatchet" desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood." icon = 'icons/obj/weapons.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_hydro.dmi', slot_r_hand_str = 'icons/mob/items/righthand_hydro.dmi', ) icon_state = "hatchet" item_state = "hatchet" force_divisor = 0.2 // 12 with hardness 60 (steel) thrown_force_divisor = 0.75 // 15 with weight 20 (steel) w_class = WEIGHT_CLASS_SMALL sharp = 1 edge = TRUE origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1) attack_verb = list("chopped", "torn", "cut") applies_material_colour = 0 drop_sound = 'sound/items/drop/axe.ogg' pickup_sound = 'sound/items/pickup/axe.ogg' surgerysound = 'sound/items/surgery/hatchet.ogg' worth_multiplier = 6 /obj/item/material/hatchet/can_woodcut() return TRUE /obj/item/material/hatchet/butch name = "butcher's cleaver" icon = 'icons/obj/kitchen.dmi' icon_state = "butch" item_state = "butch" contained_sprite = TRUE desc = "A huge thing used for chopping and chopping up meat." force_divisor = 0.25 // 15 when wielded with hardness 60 (steel) slot_flags = SLOT_BELT attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/material/hatchet/butch/can_woodcut() return FALSE /obj/item/material/hatchet/unathiknife name = "duelling knife" desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude." icon = 'icons/obj/weapons.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items/weapons/lefthand_knives.dmi', slot_r_hand_str = 'icons/mob/items/weapons/righthand_knives.dmi', ) icon_state = "unathiknife" attack_verb = list("ripped", "torn", "cut") /obj/item/material/hatchet/unathiknife/can_woodcut() return FALSE /obj/item/material/hatchet/machete name = "machete" desc = "A long, sturdy blade with a rugged handle. Leading the way to cursed treasures since before space travel." icon = 'icons/obj/item/melee/machete.dmi' item_icons = list( slot_l_hand_str = 'icons/obj/item/melee/machete.dmi', slot_r_hand_str = 'icons/obj/item/melee/machete.dmi', ) hitsound = 'sound/weapons/bladeslice.ogg' contained_sprite = TRUE icon_state = "machete" item_state = "machete" worn_overlay = "handle" w_class = WEIGHT_CLASS_NORMAL slot_flags = SLOT_BELT|SLOT_HOLSTER default_material = MATERIAL_TITANIUM max_force = 20 force_divisor = 0.2 build_from_parts = TRUE /obj/item/material/hatchet/machete/Initialize() . = ..() if(build_from_parts) var/image/I = image(icon, icon_state = "machete_handle") I.color = pick(COLOR_BLUE, COLOR_RED, COLOR_CYAN, COLOR_BLACK, COLOR_AMBER, COLOR_GREEN, COLOR_OLIVE, COLOR_GUNMETAL, COLOR_DARK_BLUE_GRAY) AddOverlays(I) /obj/item/material/hatchet/machete/unbreakable unbreakable = TRUE /obj/item/material/hatchet/machete/steel name = "fabricated machete" desc = "A long, machine-stamped blade with a somewhat ungainly handle. Found in military surplus stores, malls, and horror movies since before interstellar travel." default_material = MATERIAL_STEEL matter = list(MATERIAL_STEEL = 15000, MATERIAL_PLASTIC = 2500) /obj/item/material/hatchet/machete/deluxe name = "deluxe machete" desc = "A fine example of a machete, with a polished blade, wooden handle, and a leather cord loop." icon_state = "machetedx" build_from_parts = FALSE /obj/item/material/hatchet/lumber name = "woodcutting hatchet" desc = "Made from the very things you cut down." icon_state = "axe" item_state = "axe" /obj/item/material/hook name = "meat hook" desc = "A sharp, metal hook that sticks into things." icon = 'icons/obj/kitchen.dmi' icon_state = "hook_knife" item_state = "hook_knife" contained_sprite = TRUE sharp = 1 edge = TRUE force_divisor = 0.25 /obj/item/material/minihoe // -- Numbers name = "mini hoe" desc = "It's used for removing weeds or scratching your back." icon = 'icons/obj/weapons.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_hydro.dmi', slot_r_hand_str = 'icons/mob/items/righthand_hydro.dmi', ) icon_state = "hoe" item_state = "hoe" force_divisor = 0.25 // 5 with weight 20 (steel) thrown_force_divisor = 0.25 // as above w_class = WEIGHT_CLASS_SMALL attack_verb = list("slashed", "sliced", "cut", "clawed") worth_multiplier = 6 /obj/item/material/scythe name = "scythe" desc = "A sharp and curved blade on a long fibremetal handle, this tool makes it easy to reap what you sow." icon_state = "scythe" item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_hydro.dmi', slot_r_hand_str = 'icons/mob/items/righthand_hydro.dmi', ) force_divisor = 0.275 // 16 with hardness 60 (steel) thrown_force_divisor = 0.25 // 5 with weight 20 (steel) sharp = 1 edge = TRUE throw_speed = 1 throw_range = 3 w_class = WEIGHT_CLASS_BULKY slot_flags = SLOT_BACK origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2) attack_verb = list("chopped", "sliced", "cut", "reaped") worth_multiplier = 20 /obj/item/material/scythe/sickle name = "sickle" desc = "A short sharp and curved blade on a handle, this tool makes it easy to cut grass." icon_state = "sickle" force_divisor = 0.175 // 16 with hardness 60 (steel) thrown_force_divisor = 0.04 // 5 with weight 20 (steel) throw_speed = 2 throw_range = 3 w_class = WEIGHT_CLASS_SMALL /obj/item/material/scythe/sickle/warsickle name = "war sickle" desc = "A short and wickedly curved blade, this sickle was often used as a melee weapon by ancient Unathi civilizations." icon = 'icons/obj/unathi_ruins.dmi' icon_state = "warsickle" item_state = "warsickle" contained_sprite = TRUE slot_flags = SLOT_BELT force_divisor = 0.7 // 42 when wielded with hardnes 60 (steel) thrown_force_divisor = 0.5 // 10 when thrown with weight 20 (steel) applies_material_colour = FALSE /obj/item/material/scythe/sickle/warsickle/bronze/Initialize(newloc, material_key) . = ..(newloc, MATERIAL_BRONZE)