/* Two-handed Weapons * Contains: * Twohanded * Fireaxe * Double-Bladed Energy Swords * Spears * CHAINSAWS * Bone Axe and Spear */ /*################################################################## ##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ######## ####################################################################*/ //Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn //This rewrite means we don't have two variables for EVERY item which are used only by a few weapons. //It also tidies stuff up elsewhere. /* * Twohanded */ /obj/item/twohanded var/wielded = 0 var/force_unwielded = 0 var/force_wielded = 0 var/wieldsound = null var/unwieldsound = null /obj/item/twohanded/proc/unwield(mob/living/carbon/user, show_message = TRUE) if(!wielded || !user) return wielded = 0 if(force_unwielded) force = force_unwielded var/sf = findtext(name," (Wielded)") if(sf) name = copytext(name,1,sf) else //something wrong name = "[initial(name)]" update_icon() if(user.get_item_by_slot(SLOT_BACK) == src) user.update_inv_back() else user.update_inv_hands() if(show_message) if(iscyborg(user)) to_chat(user, "You free up your module.") else to_chat(user, "You are now carrying [src] with one hand.") if(unwieldsound) playsound(loc, unwieldsound, 50, 1) var/obj/item/twohanded/offhand/O = user.get_inactive_held_item() if(O && istype(O)) O.unwield() return /obj/item/twohanded/proc/wield(mob/living/carbon/user) if(wielded) return if(ismonkey(user)) to_chat(user, "It's too heavy for you to wield fully.") return if(user.get_inactive_held_item()) to_chat(user, "You need your other hand to be empty!") return if(user.get_num_arms() < 2) to_chat(user, "You don't have enough hands.") return wielded = 1 if(force_wielded) force = force_wielded name = "[name] (Wielded)" update_icon() if(iscyborg(user)) to_chat(user, "You dedicate your module to [src].") else to_chat(user, "You grab [src] with both hands.") if (wieldsound) playsound(loc, wieldsound, 50, 1) var/obj/item/twohanded/offhand/O = new(user) ////Let's reserve his other hand~ O.name = "[name] - offhand" O.desc = "Your second grip on [src]." O.wielded = TRUE user.put_in_inactive_hand(O) return /obj/item/twohanded/dropped(mob/user) . = ..() //handles unwielding a twohanded weapon when dropped as well as clearing up the offhand if(!wielded) return unwield(user) /obj/item/twohanded/update_icon() return /obj/item/twohanded/attack_self(mob/user) . = ..() if(wielded) //Trying to unwield it unwield(user) else //Trying to wield it wield(user) /obj/item/twohanded/equip_to_best_slot(mob/M) if(..()) if(istype(src, /obj/item/twohanded/required)) return // unwield forces twohanded-required items to be dropped. unwield(M) return /obj/item/twohanded/equipped(mob/user, slot) ..() if(!user.is_holding(src) && wielded && !istype(src, /obj/item/twohanded/required)) unwield(user) ///////////OFFHAND/////////////// /obj/item/twohanded/offhand name = "offhand" icon_state = "offhand" w_class = WEIGHT_CLASS_HUGE flags_1 = ABSTRACT_1 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF /obj/item/twohanded/offhand/Destroy() wielded = FALSE return ..() /obj/item/twohanded/offhand/dropped(mob/living/user, show_message = TRUE) //Only utilized by dismemberment since you can't normally switch to the offhand to drop it. var/obj/I = user.get_active_held_item() if(I && istype(I, /obj/item/twohanded)) var/obj/item/twohanded/thw = I thw.unwield(user, show_message) if(istype(thw, /obj/item/twohanded/required)) user.dropItemToGround(thw) if(!QDELETED(src)) qdel(src) /obj/item/twohanded/offhand/unwield() if(wielded)//Only delete if we're wielded wielded = FALSE qdel(src) /obj/item/twohanded/offhand/wield() if(wielded)//Only delete if we're wielded wielded = FALSE qdel(src) /obj/item/twohanded/offhand/attack_self(mob/living/carbon/user) //You should never be able to do this in standard use of two handed items. This is a backup for lingering offhands. var/obj/item/twohanded/O = user.get_inactive_held_item() if (istype(O) && !istype(O, /obj/item/twohanded/offhand/)) //If you have a proper item in your other hand that the offhand is for, do nothing. This should never happen. return if (QDELETED(src)) return qdel(src) //If it's another offhand, or literally anything else, qdel. If I knew how to add logging messages I'd put one here. ///////////Two hand required objects/////////////// //This is for objects that require two hands to even pick up /obj/item/twohanded/required w_class = WEIGHT_CLASS_HUGE /obj/item/twohanded/required/attack_self() return /obj/item/twohanded/required/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0) if(wielded && !slot_flags) if(!disable_warning) to_chat(M, "[src] is too cumbersome to carry with anything but your hands!") return 0 return ..() /obj/item/twohanded/required/attack_hand(mob/user)//Can't even pick it up without both hands empty var/obj/item/twohanded/required/H = user.get_inactive_held_item() if(get_dist(src,user) > 1) return if(H != null) to_chat(user, "[src] is too cumbersome to carry in one hand!") return if(loc != user) wield(user) . = ..() /obj/item/twohanded/required/equipped(mob/user, slot) ..() var/slotbit = slotdefine2slotbit(slot) if(slot_flags & slotbit) var/datum/O = user.is_holding_item_of_type(/obj/item/twohanded/offhand) if(!O || QDELETED(O)) return qdel(O) return if(slot == SLOT_HANDS) wield(user) else unwield(user) /obj/item/twohanded/required/dropped(mob/living/user, show_message = TRUE) unwield(user, show_message) ..() /obj/item/twohanded/required/wield(mob/living/carbon/user) ..() if(!wielded) user.dropItemToGround(src) /obj/item/twohanded/required/unwield(mob/living/carbon/user, show_message = TRUE) if(!wielded) return if(show_message) to_chat(user, "You drop [src].") ..(user, FALSE) /* * Fireaxe */ /obj/item/twohanded/fireaxe // DEM AXES MAN, marker -Agouri icon_state = "fireaxe0" lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi' name = "fire axe" desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?" force = 5 throwforce = 15 w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK force_unwielded = 5 force_wielded = 24 attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") hitsound = 'sound/weapons/bladeslice.ogg' sharpness = IS_SHARP max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) resistance_flags = FIRE_PROOF /obj/item/twohanded/fireaxe/Initialize() . = ..() AddComponent(/datum/component/butchering, 100, 80, hitsound) //axes are not known for being precision butchering tools /obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons. icon_state = "fireaxe[wielded]" return /obj/item/twohanded/fireaxe/suicide_act(mob/user) user.visible_message("[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!") return (BRUTELOSS) /obj/item/twohanded/fireaxe/afterattack(atom/A, mob/user, proximity) if(!proximity) return if(wielded) //destroys windows and grilles in one hit if(istype(A, /obj/structure/window)) var/obj/structure/window/W = A W.take_damage(200, BRUTE, "melee", 0) else if(istype(A, /obj/structure/grille)) var/obj/structure/grille/G = A G.take_damage(40, BRUTE, "melee", 0) /* * Double-Bladed Energy Swords - Cheridan */ /obj/item/twohanded/dualsaber icon_state = "dualsaber0" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' name = "double-bladed energy sword" desc = "Handle with care." force = 3 throwforce = 5 throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_SMALL var/w_class_on = WEIGHT_CLASS_BULKY force_unwielded = 3 force_wielded = 34 wieldsound = 'sound/weapons/saberon.ogg' unwieldsound = 'sound/weapons/saberoff.ogg' hitsound = "swing_hit" armour_penetration = 35 item_color = "green" light_color = "#00ff00"//green attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") block_chance = 75 max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70) resistance_flags = FIRE_PROOF var/hacked = FALSE var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD var/list/possible_colors = list("red", "blue", "green", "purple") /obj/item/twohanded/dualsaber/suicide_act(mob/living/carbon/user) if(wielded) user.visible_message("[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!") var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)//stole from chainsaw code var/obj/item/organ/brain/B = user.getorganslot(ORGAN_SLOT_BRAIN) B.vital = FALSE//this cant possibly be a good idea var/randdir for(var/i in 1 to 24)//like a headless chicken! if(user.is_holding(src)) randdir = pick(GLOB.alldirs) user.Move(get_step(user, randdir),randdir) user.emote("spin") if (i == 3 && myhead) myhead.drop_limb() sleep(3) else user.visible_message("[user] panics and starts choking to death!") return OXYLOSS else user.visible_message("[user] begins beating [user.p_them()]self to death with \the [src]'s handle! It probably would've been cooler if [user.p_they()] turned it on first!") return BRUTELOSS /obj/item/twohanded/dualsaber/Initialize() . = ..() if(LAZYLEN(possible_colors)) item_color = pick(possible_colors) switch(item_color) if("red") light_color = LIGHT_COLOR_RED if("green") light_color = LIGHT_COLOR_GREEN if("blue") light_color = LIGHT_COLOR_LIGHT_CYAN if("purple") light_color = LIGHT_COLOR_LAVENDER /obj/item/twohanded/dualsaber/Destroy() STOP_PROCESSING(SSobj, src) . = ..() /obj/item/twohanded/dualsaber/update_icon() if(wielded) icon_state = "dualsaber[item_color][wielded]" else icon_state = "dualsaber0" SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) /obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user) if(user.has_dna()) if(user.dna.check_mutation(HULK)) to_chat(user, "You grip the blade too hard and accidentally close it!") unwield() return ..() if(user.has_trait(TRAIT_CLUMSY) && (wielded) && prob(40)) impale(user) return if((wielded) && prob(50)) INVOKE_ASYNC(src, .proc/jedi_spin, user) /obj/item/twohanded/dualsaber/proc/jedi_spin(mob/living/user) for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH)) user.setDir(i) if(i == WEST) user.emote("flip") sleep(1) /obj/item/twohanded/dualsaber/proc/impale(mob/living/user) to_chat(user, "You twirl around a bit before losing your balance and impaling yourself on [src].") if (force_wielded) user.take_bodypart_damage(20,25) else user.adjustStaminaLoss(25) /obj/item/twohanded/dualsaber/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(wielded) return ..() return 0 /obj/item/twohanded/dualsaber/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0) //In case thats just so happens that it is still activated on the groud, prevents hulk from picking it up if(wielded) to_chat(user, "You can't pick up such dangerous item with your meaty hands without losing fingers, better not to!") return 1 /obj/item/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds. if(M.has_dna()) if(M.dna.check_mutation(HULK)) to_chat(M, "You lack the grace to wield this!") return ..() if(wielded) sharpness = IS_SHARP w_class = w_class_on hitsound = 'sound/weapons/blade1.ogg' START_PROCESSING(SSobj, src) set_light(brightness_on) /obj/item/twohanded/dualsaber/unwield() //Specific unwield () to switch hitsounds. sharpness = initial(sharpness) w_class = initial(w_class) ..() hitsound = "swing_hit" STOP_PROCESSING(SSobj, src) set_light(0) /obj/item/twohanded/dualsaber/process() if(wielded) if(hacked) light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER) open_flame() else STOP_PROCESSING(SSobj, src) /obj/item/twohanded/dualsaber/IsReflect() if(wielded) return 1 /obj/item/twohanded/dualsaber/ignition_effect(atom/A, mob/user) // same as /obj/item/melee/transforming/energy, mostly if(!wielded) return "" var/in_mouth = "" if(iscarbon(user)) var/mob/living/carbon/C = user if(C.wear_mask) in_mouth = ", barely missing their nose" . = "[user] swings [user.p_their()] [name][in_mouth]. [user.p_they(TRUE)] light[user.p_s()] [user.p_their()] [A.name] in the process." playsound(loc, hitsound, get_clamped_volume(), 1, -1) add_fingerprint(user) // Light your candles while spinning around the room INVOKE_ASYNC(src, .proc/jedi_spin, user) /obj/item/twohanded/dualsaber/green possible_colors = list("green") /obj/item/twohanded/dualsaber/red possible_colors = list("red") /obj/item/twohanded/dualsaber/blue possible_colors = list("blue") /obj/item/twohanded/dualsaber/purple possible_colors = list("purple") /obj/item/twohanded/dualsaber/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/multitool)) if(!hacked) hacked = TRUE to_chat(user, "2XRNBW_ENGAGE") item_color = "rainbow" update_icon() else to_chat(user, "It's starting to look like a triple rainbow - no, nevermind.") else return ..() //spears /obj/item/twohanded/spear icon_state = "spearglass0" lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi' name = "spear" desc = "A haphazardly-constructed yet still deadly weapon of ancient design." force = 10 w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK force_unwielded = 10 force_wielded = 18 throwforce = 20 throw_speed = 4 embedding = list("embedded_impact_pain_multiplier" = 3) armour_penetration = 10 materials = list(MAT_METAL=1150, MAT_GLASS=2075) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "poked", "jabbed", "torn", "gored") sharpness = IS_SHARP max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) var/obj/item/grenade/explosive = null var/war_cry = "AAAAARGH!!!" /obj/item/twohanded/spear/Initialize() . = ..() AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad. /obj/item/twohanded/spear/suicide_act(mob/living/carbon/user) user.visible_message("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!") if(explosive) user.say("[war_cry]") explosive.forceMove(user) explosive.prime() user.gib() qdel(src) return BRUTELOSS return BRUTELOSS /obj/item/twohanded/spear/Initialize() . = ..() AddComponent(/datum/component/jousting) /obj/item/twohanded/spear/examine(mob/user) ..() if(explosive) to_chat(user, "Alt-click to set your war cry.") /obj/item/twohanded/spear/update_icon() if(explosive) icon_state = "spearbomb[wielded]" else icon_state = "spearglass[wielded]" /obj/item/twohanded/spear/afterattack(atom/movable/AM, mob/user, proximity) if(!proximity) return if(isopenturf(AM)) //So you can actually melee with it return if(explosive && wielded) user.say("[war_cry]") explosive.forceMove(AM) explosive.prime() qdel(src) //THIS MIGHT BE UNBALANCED SO I DUNNO // it totally is. /obj/item/twohanded/spear/throw_impact(atom/target) . = ..() if(!.) //not caught if(explosive) explosive.prime() qdel(src) /obj/item/twohanded/spear/AltClick(mob/user) if(user.canUseTopic(src, BE_CLOSE)) ..() if(!explosive) return if(istype(user) && loc == user) var/input = stripped_input(user,"What do you want your war cry to be? You will shout it when you hit someone in melee.", ,"", 50) if(input) src.war_cry = input /obj/item/twohanded/spear/CheckParts(list/parts_list) var/obj/item/twohanded/spear/S = locate() in parts_list if(S) if(S.explosive) S.explosive.forceMove(get_turf(src)) S.explosive = null parts_list -= S qdel(S) ..() var/obj/item/grenade/G = locate() in contents if(G) explosive = G name = "explosive lance" desc = "A makeshift spear with [G] attached to it." update_icon() // CHAINSAW /obj/item/twohanded/required/chainsaw name = "chainsaw" desc = "A versatile power tool. Useful for limbing trees and delimbing humans." icon_state = "chainsaw_off" lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi' flags_1 = CONDUCT_1 force = 13 var/force_on = 24 w_class = WEIGHT_CLASS_HUGE throwforce = 13 throw_speed = 2 throw_range = 4 materials = list(MAT_METAL=13000) attack_verb = list("sawed", "torn", "cut", "chopped", "diced") hitsound = "swing_hit" sharpness = IS_SHARP actions_types = list(/datum/action/item_action/startchainsaw) var/on = FALSE /obj/item/twohanded/required/chainsaw/Initialize() . = ..() AddComponent(/datum/component/butchering, 30, 100, 0, 'sound/weapons/chainsawhit.ogg', TRUE) /obj/item/twohanded/required/chainsaw/suicide_act(mob/living/carbon/user) if(on) user.visible_message("[user] begins to tear [user.p_their()] head off with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(src, 'sound/weapons/chainsawhit.ogg', 100, 1) var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD) if(myhead) myhead.dismember() else user.visible_message("[user] smashes [src] into [user.p_their()] neck, destroying [user.p_their()] esophagus! It looks like [user.p_theyre()] trying to commit suicide!") playsound(src, 'sound/weapons/genhit1.ogg', 100, 1) return(BRUTELOSS) /obj/item/twohanded/required/chainsaw/attack_self(mob/user) on = !on to_chat(user, "As you pull the starting cord dangling from [src], [on ? "it begins to whirr." : "the chain stops moving."]") force = on ? force_on : initial(force) throwforce = on ? force_on : initial(force) icon_state = "chainsaw_[on ? "on" : "off"]" GET_COMPONENT_FROM(butchering, /datum/component/butchering, src) butchering.butchering_enabled = on if(on) hitsound = 'sound/weapons/chainsawhit.ogg' else hitsound = "swing_hit" if(src == user.get_active_held_item()) //update inhands user.update_inv_hands() for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/twohanded/required/chainsaw/get_dismemberment_chance() if(wielded) . = ..() /obj/item/twohanded/required/chainsaw/doomslayer name = "THE GREAT COMMUNICATOR" desc = "VRRRRRRR!!!" armour_penetration = 100 force_on = 30 /obj/item/twohanded/required/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(attack_type == PROJECTILE_ATTACK) owner.visible_message("Ranged attacks just make [owner] angrier!") playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1) return 1 return 0 //GREY TIDE /obj/item/twohanded/spear/grey_tide icon_state = "spearglass0" name = "\improper Grey Tide" desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces." force_unwielded = 15 force_wielded = 25 throwforce = 20 throw_speed = 4 attack_verb = list("gored") /obj/item/twohanded/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity) ..() if(!proximity) return user.faction |= "greytide([REF(user)])" if(isliving(AM)) var/mob/living/L = AM if(istype (L, /mob/living/simple_animal/hostile/illusion)) return if(!L.stat && prob(50)) var/mob/living/simple_animal/hostile/illusion/M = new(user.loc) M.faction = user.faction.Copy() M.Copy_Parent(user, 100, user.health/2.5, 12, 30) M.GiveTarget(L) /obj/item/twohanded/pitchfork icon_state = "pitchfork0" lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi' name = "pitchfork" desc = "A simple tool used for moving hay." force = 7 throwforce = 15 w_class = WEIGHT_CLASS_BULKY force_unwielded = 7 force_wielded = 15 attack_verb = list("attacked", "impaled", "pierced") hitsound = 'sound/weapons/bladeslice.ogg' sharpness = IS_SHARP max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) resistance_flags = FIRE_PROOF /obj/item/twohanded/pitchfork/demonic name = "demonic pitchfork" desc = "A red pitchfork, it looks like the work of the devil." force = 19 throwforce = 24 force_unwielded = 19 force_wielded = 25 /obj/item/twohanded/pitchfork/demonic/Initialize() . = ..() set_light(3,6,LIGHT_COLOR_RED) /obj/item/twohanded/pitchfork/demonic/greater force = 24 throwforce = 50 force_unwielded = 24 force_wielded = 34 /obj/item/twohanded/pitchfork/demonic/ascended force = 100 throwforce = 100 force_unwielded = 100 force_wielded = 500000 // Kills you DEAD. /obj/item/twohanded/pitchfork/update_icon() icon_state = "pitchfork[wielded]" /obj/item/twohanded/pitchfork/suicide_act(mob/user) user.visible_message("[user] impales [user.p_them()]self in [user.p_their()] abdomen with [src]! It looks like [user.p_theyre()] trying to commit suicide!") return (BRUTELOSS) /obj/item/twohanded/pitchfork/demonic/pickup(mob/living/user) if(isliving(user) && user.mind && user.owns_soul() && !is_devil(user)) var/mob/living/U = user U.visible_message("As [U] picks [src] up, [U]'s arms briefly catch fire.", \ "\"As you pick up [src] your arms ignite, reminding you of all your past sins.\"") if(ishuman(U)) var/mob/living/carbon/human/H = U H.apply_damage(rand(force/2, force), BURN, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)) else U.adjustFireLoss(rand(force/2,force)) /obj/item/twohanded/pitchfork/demonic/attack(mob/target, mob/living/carbon/human/user) if(user.mind && user.owns_soul() && !is_devil(user)) to_chat(user, "[src] burns in your hands.") user.apply_damage(rand(force/2, force), BURN, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)) ..() /obj/item/twohanded/pitchfork/demonic/ascended/afterattack(atom/target, mob/user, proximity) if(!proximity || !wielded) return if(iswallturf(target)) var/turf/closed/wall/W = target user.visible_message("[user] blasts \the [target] with \the [src]!") playsound(target, 'sound/magic/disintegrate.ogg', 100, 1) W.break_wall() W.ScrapeAway() return ..() //HF blade /obj/item/twohanded/vibro_weapon icon_state = "hfrequency0" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' name = "vibro sword" desc = "A potent weapon capable of cutting through nearly anything. Wielding it in two hands will allow you to deflect gunfire." force_unwielded = 20 force_wielded = 40 armour_penetration = 100 block_chance = 40 throwforce = 20 throw_speed = 4 sharpness = IS_SHARP attack_verb = list("cut", "sliced", "diced") w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK hitsound = 'sound/weapons/bladeslice.ogg' /obj/item/twohanded/vibro_weapon/Initialize() . = ..() AddComponent(/datum/component/butchering, 20, 105) /obj/item/twohanded/vibro_weapon/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(wielded) final_block_chance *= 2 if(wielded || attack_type != PROJECTILE_ATTACK) if(prob(final_block_chance)) if(attack_type == PROJECTILE_ATTACK) owner.visible_message("[owner] deflects [attack_text] with [src]!") playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1) return 1 else owner.visible_message("[owner] parries [attack_text] with [src]!") return 1 return 0 /obj/item/twohanded/vibro_weapon/update_icon() icon_state = "hfrequency[wielded]" /* * Bone Axe */ /obj/item/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/twohanded/fireaxe/boneaxe/update_icon() icon_state = "bone_axe[wielded]" /* * Bone Spear */ /obj/item/twohanded/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification. icon_state = "bone_spear0" lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi' name = "bone spear" desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology." force = 11 w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK force_unwielded = 11 force_wielded = 20 //I have no idea how to balance throwforce = 22 throw_speed = 4 embedding = list("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/twohanded/bonespear/update_icon() icon_state = "bone_spear[wielded]"