Files
Aurora.3/code/game/objects/items/weapons/material/misc.dm
Geeves 99b8b251eb Value Reorganization (#19879)
Deletes the worths files and moves them to their values instead, ctrl +
click will now go to the correct definition in VSCode.

No user facing changes.
2024-09-21 11:24:17 +00:00

201 lines
6.6 KiB
Plaintext

/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)