Adds Bone Weaponry (#17672)

* Adds Bone Weaponry

Adds Bone Spears, Axes, and Daggers, all craftable.

* '''Balance'''

I listen to the suggestions of others.

* Fixes
This commit is contained in:
TehZombehz
2016-05-14 18:31:36 -05:00
committed by KorPhaeron
parent bb0194802f
commit 076fc0df79
7 changed files with 69 additions and 2 deletions
@@ -116,6 +116,14 @@
force = 15
throwforce = 15
/obj/item/weapon/kitchen/knife/combat/bone
name = "bone dagger"
item_state = "bone_dagger"
icon_state = "bone_dagger"
desc = "A sharpened bone. The bare mimimum in survival."
force = 15
throwforce = 15
/obj/item/weapon/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
+37 -1
View File
@@ -5,6 +5,7 @@
* Double-Bladed Energy Swords
* Spears
* CHAINSAWS
* Bone Axe and Spear
*/
/*##################################################################
@@ -511,4 +512,39 @@
return 0
/obj/item/weapon/twohanded/vibro_weapon/update_icon()
icon_state = "hfrequency[wielded]"
icon_state = "hfrequency[wielded]"
/*
* Bone Axe
*/
/obj/item/weapon/twohanded/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
name = "bone axe"
desc = "A large, vicious axe crafted out of several sharpened bone plates and crudely tied together. Made of monsters, by killing monsters, for killing monsters."
force_wielded = 23
/obj/item/weapon/twohanded/fireaxe/boneaxe/update_icon()
icon_state = "bone_axe[wielded]"
/*
* Bone Spear
*/
/obj/item/weapon/twohanded/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
icon_state = "bone_spear0"
name = "bone spear"
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
force = 11
w_class = 4
slot_flags = SLOT_BACK
force_unwielded = 11
force_wielded = 20 //I have no idea how to balance
throwforce = 22
throw_speed = 4
embedded_impact_pain_multiplier = 3
armour_penetration = 15 //Enhanced armor piercing
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = IS_SHARP
/obj/item/weapon/twohanded/bonespear/update_icon()
icon_state = "bone_spear[wielded]"