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Aurora.3/code/game/objects/items/weapons/improvised_components.dm
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Alberyk cad0bb1584 Adds more ancient warfare to spessmen (#4325)
This prs adds some new melee weapons, besides some sprites fixes and changes.

-adds pikes and friends, sprited by thegreatjorge, weapons that can attack two titles away from the target
-adds the zweihander at fowl's request
-adds explosive spears, that you can craft by using a grenade on a spear, they will explode when throw or when you attack someone
-adds a whip, that can disarm people by attacking their hands and arms
2018-03-10 17:18:15 +02:00

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/obj/item/weapon/material/butterflyconstruction
name = "unfinished concealed knife"
desc = "An unfinished concealed knife, it looks like the screws need to be tightened."
icon = 'icons/obj/buildingobject.dmi'
icon_state = "butterflystep1"
force_divisor = 0.1
thrown_force_divisor = 0.1
/obj/item/weapon/material/butterflyconstruction/attackby(obj/item/W as obj, mob/user as mob)
if(isscrewdriver(W))
user << "You finish the concealed blade weapon."
new /obj/item/weapon/material/butterfly(user.loc, material.name)
qdel(src)
return
/obj/item/weapon/material/butterflyblade
name = "knife blade"
desc = "A knife blade. Unusable as a weapon without a grip."
icon = 'icons/obj/buildingobject.dmi'
icon_state = "butterfly2"
force_divisor = 0.1
thrown_force_divisor = 0.1
/obj/item/weapon/material/butterflyhandle
name = "concealed knife grip"
desc = "A plasteel grip with screw fittings for a blade."
icon = 'icons/obj/buildingobject.dmi'
icon_state = "butterfly1"
force_divisor = 0.1
thrown_force_divisor = 0.1
/obj/item/weapon/material/butterflyhandle/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/material/butterflyblade))
var/obj/item/weapon/material/butterflyblade/B = W
user << "You attach the two concealed blade parts."
var/finished = new /obj/item/weapon/material/butterflyconstruction(user.loc, B.material.name)
qdel(W)
qdel(src)
user.put_in_hands(finished)
return
/obj/item/weapon/material/wirerod
name = "wired rod"
desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit."
icon_state = "wiredrod"
item_state = "rods"
flags = CONDUCT
force = 8
throwforce = 10
w_class = 3
attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
force_divisor = 0.1
thrown_force_divisor = 0.1
/obj/item/weapon/material/wirerod/attackby(var/obj/item/I, mob/user as mob)
..()
var/obj/item/finished
if(istype(I, /obj/item/weapon/material/shard) || istype(I, /obj/item/weapon/material/spearhead))
var/obj/item/weapon/material/tmp_shard = I
finished = new /obj/item/weapon/material/twohanded/spear(get_turf(user), tmp_shard.material.name)
user << "<span class='notice'>You fasten \the [I] to the top of the rod with the cable.</span>"
else if(iswirecutter(I))
finished = new /obj/item/weapon/melee/baton/cattleprod(get_turf(user))
user << "<span class='notice'>You fasten the wirecutters to the top of the rod with the cable, prongs outward.</span>"
if(finished)
user.drop_from_inventory(src)
user.drop_from_inventory(I)
qdel(I)
qdel(src)
user.put_in_hands(finished)
update_icon(user)
/obj/item/weapon/material/shaft
name = "shaft"
desc = "A large stick, you could probably attach something to it."
icon_state = "shaft"
item_state = "rods"
force = 5
throwforce = 3
w_class = 4
attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
force_divisor = 0.1
thrown_force_divisor = 0.1
default_material = "wood"
/obj/item/weapon/material/shaft/attackby(var/obj/item/I, mob/user as mob)
..()
var/obj/item/finished
if(istype(I, /obj/item/weapon/material/spearhead))
var/obj/item/weapon/material/spearhead/tip = I
finished = new /obj/item/weapon/material/twohanded/pike(get_turf(user), tip.material.name)
user << "<span class='notice'>You attach \the [I] to the top of \the [src].</span>"
if(finished)
user.drop_from_inventory(src)
user.drop_from_inventory(I)
qdel(I)
qdel(src)
user.put_in_hands(finished)
update_icon(user)
/obj/item/weapon/material/spearhead
name = "spearhead"
desc = "A pointy spearhead, not really useful without a shaft."
icon_state = "spearhead"
force = 5
throwforce = 5
w_class = 2
attack_verb = list("attacked", "poked")
force_divisor = 0.1
thrown_force_divisor = 0.1
default_material = "steel"