// Knife Template, should not appear in game normaly // /obj/item/knife name = "knife" icon = 'icons/obj/kitchen.dmi' icon_state = "knife" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' inhand_icon_state = "knife" worn_icon_state = "knife" desc = "The original knife, it is said that all other knives are only copies of this one." flags_1 = CONDUCT_1 force = 10 demolition_mod = 0.75 w_class = WEIGHT_CLASS_SMALL throwforce = 10 hitsound = 'sound/weapons/bladeslice.ogg' throw_speed = 3 throw_range = 6 custom_materials = list(/datum/material/iron=12000) attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut") sharpness = SHARP_EDGED armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50) var/bayonet = FALSE //Can this be attached to a gun? wound_bonus = 5 bare_wound_bonus = 15 tool_behaviour = TOOL_KNIFE /obj/item/knife/Initialize(mapload) . = ..() AddElement(/datum/element/eyestab) set_butchering() ///Adds the butchering component, used to override stats for special cases /obj/item/knife/proc/set_butchering() AddComponent(/datum/component/butchering, \ speed = 8 SECONDS - force, \ effectiveness = 100, \ bonus_modifier = force - 10, \ ) //bonus chance increases depending on force /obj/item/knife/suicide_act(mob/user) user.visible_message(pick(span_suicide("[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide."), \ span_suicide("[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide."), \ span_suicide("[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku."))) return (BRUTELOSS) ///// /obj/item/knife/ritual name = "ritual knife" desc = "The unearthly energies that once powered this blade are now dormant." icon = 'icons/obj/eldritch.dmi' icon_state = "bone_blade" inhand_icon_state = "bone_blade" worn_icon_state = "bone_blade" lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi' righthand_file = 'icons/mob/inhands/64x64_righthand.dmi' inhand_x_dimension = 64 inhand_y_dimension = 64 w_class = WEIGHT_CLASS_NORMAL /obj/item/knife/bloodletter name = "bloodletter" desc = "An occult looking dagger that is cold to the touch. Somehow, the flawless orb on the pommel is made entirely of liquid blood." icon = 'icons/obj/ice_moon/artifacts.dmi' icon_state = "bloodletter" worn_icon_state = "render" w_class = WEIGHT_CLASS_NORMAL /// Bleed stacks applied when an organic mob target is hit var/bleed_stacks_per_hit = 3 /obj/item/knife/bloodletter/afterattack(atom/target, mob/user, proximity_flag, click_parameters) . = ..() if(!isliving(target) || !proximity_flag) return var/mob/living/M = target if(!(M.mob_biotypes & MOB_ORGANIC)) return var/datum/status_effect/stacking/saw_bleed/bloodletting/B = M.has_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting) if(!B) M.apply_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting, bleed_stacks_per_hit) else B.add_stacks(bleed_stacks_per_hit) /obj/item/knife/butcher name = "butcher's cleaver" icon_state = "butch" inhand_icon_state = "butch" desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products." flags_1 = CONDUCT_1 force = 15 throwforce = 10 custom_materials = list(/datum/material/iron=18000) attack_verb_continuous = list("slices", "dices", "chops", "cubes", "minces", "juliennes", "chiffonades", "batonnets") attack_verb_simple = list("slice", "dice", "chop", "cube", "mince", "julienne", "chiffonade", "batonnet") w_class = WEIGHT_CLASS_NORMAL custom_price = PAYCHECK_CREW * 5 wound_bonus = 15 /obj/item/knife/hunting name = "hunting knife" desc = "Despite its name, it's mainly used for cutting meat from dead prey rather than actual hunting." inhand_icon_state = "huntingknife" icon_state = "huntingknife" wound_bonus = 10 /obj/item/knife/hunting/set_butchering() AddComponent(/datum/component/butchering, \ speed = 8 SECONDS - force, \ effectiveness = 100, \ bonus_modifier = force + 10, \ ) /obj/item/knife/combat name = "combat knife" icon_state = "buckknife" desc = "A military combat utility survival knife." embedding = list("pain_mult" = 4, "embed_chance" = 65, "fall_chance" = 10, "ignore_throwspeed_threshold" = TRUE) force = 20 throwforce = 20 attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "cuts") attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "cut") bayonet = TRUE /obj/item/knife/combat/survival name = "survival knife" icon_state = "survivalknife" embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10) desc = "A hunting grade survival knife." force = 15 throwforce = 15 bayonet = TRUE /obj/item/knife/combat/bone name = "bone dagger" inhand_icon_state = "bone_dagger" icon_state = "bone_dagger" worn_icon_state = "bone_dagger" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' desc = "A sharpened bone. The bare minimum in survival." embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10) force = 15 throwforce = 15 custom_materials = null /obj/item/knife/combat/cyborg name = "cyborg knife" icon = 'icons/obj/items_cyborg.dmi' icon_state = "knife_cyborg" desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable." /obj/item/knife/shiv name = "glass shiv" icon = 'icons/obj/shards.dmi' icon_state = "shiv" inhand_icon_state = "shiv" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' desc = "A makeshift glass shiv." force = 8 throwforce = 12 attack_verb_continuous = list("shanks", "shivs") attack_verb_simple = list("shank", "shiv") armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) custom_materials = list(/datum/material/glass=400) /obj/item/knife/shiv/plasma name = "plasma shiv" icon_state = "plasmashiv" inhand_icon_state = "plasmashiv" desc = "A makeshift plasma glass shiv." force = 9 throwforce = 13 armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50) custom_materials = list(/datum/material/glass=400, /datum/material/plasma=200) /obj/item/knife/shiv/titanium name = "titanium shiv" icon_state = "titaniumshiv" inhand_icon_state = "titaniumshiv" desc = "A makeshift titanium-infused glass shiv." throwforce = 14 throw_range = 7 wound_bonus = 10 armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50) custom_materials = list(/datum/material/glass=400, /datum/material/titanium=200) /obj/item/knife/shiv/plastitanium name = "plastitanium shiv" icon_state = "plastitaniumshiv" inhand_icon_state = "plastitaniumshiv" desc = "A makeshift titanium-infused plasma glass shiv." force = 10 throwforce = 15 throw_speed = 4 throw_range = 8 wound_bonus = 10 bare_wound_bonus = 20 armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 0, FIRE = 75, ACID = 75) custom_materials = list(/datum/material/glass=400, /datum/material/alloy/plastitanium=200) /obj/item/knife/shiv/carrot name = "carrot shiv" icon_state = "carrotshiv" inhand_icon_state = "carrotshiv" icon = 'icons/obj/kitchen.dmi' desc = "Unlike other carrots, you should probably keep this far away from your eyes." custom_materials = null /obj/item/knife/shiv/carrot/suicide_act(mob/living/carbon/user) user.visible_message(span_suicide("[user] forcefully drives \the [src] into [user.p_their()] eye! It looks like [user.p_theyre()] trying to commit suicide!")) return BRUTELOSS