/obj/item/weapon/material/sword name = "claymore" desc = "What are you standing around staring at this for? Get to killing!" icon_state = "claymore" item_state = "claymore" slot_flags = SLOT_BELT|SLOT_BACK w_class = 4 force_divisor = 0.7 // 42 when wielded with hardnes 60 (steel) thrown_force_divisor = 0.5 // 10 when thrown with weight 20 (steel) sharp = 1 edge = 1 attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' can_embed = 0 var/parry_chance = 40 drop_sound = 'sound/items/drop/sword.ogg' /obj/item/weapon/material/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") var/parry_bonus = 1 if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.martial_art && H.martial_art.weapon_affinity && istype(src, H.martial_art.weapon_affinity)) parry_bonus = H.martial_art.parry_multiplier if(default_parry_check(user, attacker, damage_source) && prob(parry_chance * parry_bonus)) user.visible_message("\The [user] parries [attack_text] with \the [src]!") playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1) return 1 return 0 /obj/item/weapon/material/sword/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone) var/armor_reduction = target.run_armor_check(target_zone,"melee") var/obj/item/organ/external/affecting = target.get_organ(target_zone) if(!affecting) return user.do_attack_animation(target) if(target_zone == "head" || target_zone == "eyes" || target_zone == "mouth") if(prob(70 - armor_reduction)) target.eye_blurry += 5 target.confused += 10 return TRUE if(target_zone == "r_arm" || target_zone == "l_arm" || target_zone == "r_hand" || target_zone == "l_hand") if(prob(80 - armor_reduction)) if(target_zone == "r_arm" || target_zone == "r_hand") target.drop_r_hand() else target.drop_l_hand() return TRUE if(target_zone == "r_feet" || target_zone == "l_feet" || target_zone == "r_leg" || target_zone == "l_leg") if(prob(60 - armor_reduction)) target.Weaken(5) return TRUE return FALSE /obj/item/weapon/material/sword/katana name = "katana" desc = "Woefully underpowered in D20. This one looks pretty sharp." icon_state = "katana" item_state = "katana" slot_flags = SLOT_BELT | SLOT_BACK /obj/item/weapon/material/sword/rapier name = "rapier" desc = "A slender, fancy and sharply pointed sword." icon = 'icons/obj/sword.dmi' icon_state = "rapier" item_state = "rapier" contained_sprite = 1 slot_flags = SLOT_BELT attack_verb = list("attacked", "stabbed", "prodded", "poked", "lunged") sharp = 0 /obj/item/weapon/material/sword/longsword name = "longsword" desc = "A double-edged large blade." icon_state = "longsword" item_state = "claymore" slot_flags = SLOT_BELT | SLOT_BACK /obj/item/weapon/material/sword/longsword/pre_attack(var/mob/living/target, var/mob/living/user) if(istype(target)) cleave(user, target) ..() /obj/item/weapon/material/sword/sabre name = "sabre" desc = "A sharp curved backsword." icon = 'icons/obj/sword.dmi' icon_state = "sabre" item_state = "sabre" contained_sprite = 1 slot_flags = SLOT_BELT /obj/item/weapon/material/sword/axe name = "battle axe" desc = "A one handed battle axe, still a deadly weapon." icon = 'icons/obj/sword.dmi' icon_state = "axe" item_state = "axe" contained_sprite = 1 slot_flags = SLOT_BACK attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") applies_material_colour = 0 parry_chance = 10 drop_sound = 'sound/items/drop/axe.ogg' /obj/item/weapon/material/sword/axe/pre_attack(var/mob/living/target, var/mob/living/user) if(istype(target)) cleave(user, target) ..() /obj/item/weapon/material/sword/khopesh name = "khopesh" desc = "An ancient sword shapped like a sickle." icon = 'icons/obj/sword.dmi' icon_state = "khopesh" item_state = "khopesh" contained_sprite = 1 slot_flags = SLOT_BELT /obj/item/weapon/material/sword/dao name = "dao" desc = "A single-edged broadsword." icon = 'icons/obj/sword.dmi' icon_state = "dao" item_state = "dao" contained_sprite = 1 slot_flags = SLOT_BELT /obj/item/weapon/material/sword/gladius name = "gladius" desc = "An ancient short sword, designed to stab and cut." icon = 'icons/obj/sword.dmi' icon_state = "gladius" item_state = "gladius" contained_sprite = 1 slot_flags = SLOT_BELT /obj/item/weapon/material/sword/amohdan_sword name = "amohdan blade" desc = "A tajaran sword, commonly used by the swordsmen of the island of Amohda." icon = 'icons/obj/sword.dmi' icon_state = "amohdan_sword" item_state = "amohdan_sword" contained_sprite = 1 slot_flags = SLOT_BELT