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