/obj/item/melee item_flags = NEEDS_PERMIT /obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user) if(target.check_block()) target.visible_message("[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!", "You block the attack!") user.Stun(40) return TRUE /obj/item/melee/chainofcommand name = "chain of command" desc = "A tool used by great men to placate the frothing masses." icon_state = "chain" inhand_icon_state = "chain" worn_icon_state = "whip" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT force = 10 throwforce = 7 wound_bonus = 15 bare_wound_bonus = 10 w_class = WEIGHT_CLASS_NORMAL attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines") attack_verb_simple = list("flog", "whip", "lash", "discipline") hitsound = 'sound/weapons/chainhit.ogg' custom_materials = list(/datum/material/iron = 1000) /obj/item/melee/chainofcommand/suicide_act(mob/user) user.visible_message("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!") return (OXYLOSS) /obj/item/melee/synthetic_arm_blade name = "synthetic arm blade" desc = "A grotesque blade that on closer inspection seems to be made out of synthetic flesh, it still feels like it would hurt very badly as a weapon." icon = 'icons/obj/changeling_items.dmi' icon_state = "arm_blade" inhand_icon_state = "arm_blade" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' w_class = WEIGHT_CLASS_HUGE force = 20 throwforce = 10 hitsound = 'sound/weapons/bladeslice.ogg' attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut") sharpness = SHARP_EDGED /obj/item/melee/synthetic_arm_blade/Initialize() . = ..() AddComponent(/datum/component/butchering, 60, 80) //very imprecise /obj/item/melee/sabre name = "officer's sabre" desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease." icon_state = "sabre" inhand_icon_state = "sabre" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 obj_flags = UNIQUE_RENAME force = 15 throwforce = 10 w_class = WEIGHT_CLASS_BULKY block_chance = 50 armour_penetration = 75 sharpness = SHARP_EDGED attack_verb_continuous = list("slashes", "cuts") attack_verb_simple = list("slash", "cut") hitsound = 'sound/weapons/rapierhit.ogg' custom_materials = list(/datum/material/iron = 1000) wound_bonus = 10 bare_wound_bonus = 25 /obj/item/melee/sabre/Initialize() . = ..() AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results. /obj/item/melee/sabre/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) final_block_chance = 0 //Don't bring a sword to a gunfight return ..() /obj/item/melee/sabre/on_exit_storage(datum/component/storage/concrete/S) var/obj/item/storage/belt/sabre/B = S.real_location() if(istype(B)) playsound(B, 'sound/items/unsheath.ogg', 25, TRUE) /obj/item/melee/sabre/on_enter_storage(datum/component/storage/concrete/S) var/obj/item/storage/belt/sabre/B = S.real_location() if(istype(B)) playsound(B, 'sound/items/sheath.ogg', 25, TRUE) /obj/item/melee/sabre/suicide_act(mob/living/user) user.visible_message("[user] is trying to cut off all [user.p_their()] limbs with [src]! it looks like [user.p_theyre()] trying to commit suicide!") var/i = 0 ADD_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT) if(iscarbon(user)) var/mob/living/carbon/Cuser = user var/obj/item/bodypart/holding_bodypart = Cuser.get_holding_bodypart_of_item(src) var/list/limbs_to_dismember var/list/arms = list() var/list/legs = list() var/obj/item/bodypart/bodypart for(bodypart in Cuser.bodyparts) if(bodypart == holding_bodypart) continue if(bodypart.body_part & ARMS) arms += bodypart else if (bodypart.body_part & LEGS) legs += bodypart limbs_to_dismember = arms + legs if(holding_bodypart) limbs_to_dismember += holding_bodypart var/speedbase = abs((4 SECONDS) / limbs_to_dismember.len) for(bodypart in limbs_to_dismember) i++ addtimer(CALLBACK(src, .proc/suicide_dismember, user, bodypart), speedbase * i) addtimer(CALLBACK(src, .proc/manual_suicide, user), (5 SECONDS) * i) return MANUAL_SUICIDE /obj/item/melee/sabre/proc/suicide_dismember(mob/living/user, obj/item/bodypart/affecting) if(!QDELETED(affecting) && affecting.dismemberable && affecting.owner == user && !QDELETED(user)) playsound(user, hitsound, 25, TRUE) affecting.dismember(BRUTE) user.adjustBruteLoss(20) /obj/item/melee/sabre/proc/manual_suicide(mob/living/user, originally_nodropped) if(!QDELETED(user)) user.adjustBruteLoss(200) user.death(FALSE) REMOVE_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT) /obj/item/melee/beesword name = "The Stinger" desc = "Taken from a giant bee and folded over one thousand times in pure honey. Can sting through anything." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "beesword" inhand_icon_state = "stinger" worn_icon_state = "stinger" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' slot_flags = ITEM_SLOT_BELT force = 5 w_class = WEIGHT_CLASS_BULKY sharpness = SHARP_EDGED throwforce = 10 block_chance = 20 armour_penetration = 65 attack_verb_continuous = list("slashes", "stings", "prickles", "pokes") attack_verb_simple = list("slash", "sting", "prickle", "poke") hitsound = 'sound/weapons/rapierhit.ogg' /obj/item/melee/beesword/afterattack(atom/target, mob/user, proximity) . = ..() if(!proximity) return user.changeNext_move(CLICK_CD_RAPID) if(iscarbon(target)) var/mob/living/carbon/H = target H.reagents.add_reagent(/datum/reagent/toxin, 4) /obj/item/melee/beesword/suicide_act(mob/living/user) user.visible_message("[user] is stabbing [user.p_them()]self in the throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!") playsound(get_turf(src), hitsound, 75, TRUE, -1) return TOXLOSS /obj/item/melee/classic_baton name = "police baton" desc = "A wooden truncheon for beating criminal scum. Left click to stun, right click to harm." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "classic_baton" inhand_icon_state = "classic_baton" worn_icon_state = "classic_baton" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' slot_flags = ITEM_SLOT_BELT force = 12 //9 hit crit w_class = WEIGHT_CLASS_NORMAL var/cooldown_check = 0 // Used interally, you don't want to modify var/cooldown = 1 SECONDS // Default wait time until can stun again. - SKYRAT EDIT CHANGE - ORIGINAL: 40 var/knockdown_time_carbon = (1.5 SECONDS) // Knockdown length for carbons. var/stun_time_silicon = (5 SECONDS) // If enabled, how long do we stun silicons. var/stamina_damage = 30 // Do we deal stamina damage. - SKYRAT EDIT CHANGE - ORIGINAL: 55 var/affect_silicon = FALSE // Does it stun silicons. var/on_sound // "On" sound, played when switching between able to stun or not. var/on_stun_sound = 'sound/effects/woodhit.ogg' // Default path to sound for when we stun. var/stun_animation = TRUE // Do we animate the "hit" when stunning. var/on = TRUE // Are we on or off. var/on_icon_state // What is our sprite when turned on var/off_icon_state // What is our sprite when turned off var/on_inhand_icon_state // What is our in-hand sprite when turned on var/force_on // Damage when on - not stunning var/force_off // Damage when off - not stunning var/weight_class_on // What is the new size class when turned on wound_bonus = 15 // Description for trying to stun when still on cooldown. /obj/item/melee/classic_baton/proc/get_wait_description() return // Description for when turning their baton "on" /obj/item/melee/classic_baton/proc/get_on_description() . = list() .["local_on"] = "You extend the baton." .["local_off"] = "You collapse the baton." return . // Default message for stunning mob. /obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user) . = list() .["visible"] = "[user] knocks [target] down with [src]!" .["local"] = "[user] knocks you down with [src]!" return . // Default message for stunning a silicon. /obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user) . = list() .["visible"] = "[user] pulses [target]'s sensors with the baton!" .["local"] = "You pulse [target]'s sensors with the baton!" return . // Are we applying any special effects when we stun to carbon /obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user) return // Are we applying any special effects when we stun to silicon /obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user) return /obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user, params) if(!on) return ..() add_fingerprint(user) if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50)) to_chat(user, "You hit yourself over the head!") /* - SKYRAT EDIT REMOVAL BEGIN user.Paralyze(knockdown_time_carbon * force) user.apply_damage(stamina_damage, STAMINA, BODY_ZONE_HEAD) */ //SKYRAT EDIT REMOVAL END user.apply_damage(force*0.5, BRUTE, BODY_ZONE_HEAD) //SKYRAT EDIT ADDITION user.StaminaKnockdown(stamina_damage) //SKYRAT EDIT ADDITION additional_effects_carbon(user) // user is the target here if(ishuman(user)) var/mob/living/carbon/human/H = user H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD) else user.take_bodypart_damage(2*force) return if(iscyborg(target)) // We don't stun if we're on harm. if (!user.combat_mode) if (affect_silicon) var/list/desc = get_silicon_stun_description(target, user) target.flash_act(affect_silicon = TRUE) target.Paralyze(stun_time_silicon) additional_effects_silicon(target, user) user.visible_message(desc["visible"], desc["local"]) playsound(get_turf(src), on_stun_sound, 100, TRUE, -1) if (stun_animation) user.do_attack_animation(target) else ..() else ..() return if(!isliving(target)) return var/list/modifiers = params2list(params) if(LAZYACCESS(modifiers, RIGHT_CLICK)) ..() return if(cooldown_check > world.time) var/wait_desc = get_wait_description() if (wait_desc) to_chat(user, wait_desc) return if(ishuman(target)) var/mob/living/carbon/human/H = target if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) return if(check_martial_counter(H, user)) return var/list/desc = get_stun_description(target, user) if (stun_animation) user.do_attack_animation(target) playsound(get_turf(src), on_stun_sound, 75, TRUE, -1) /* - SKYRAT EDIT REMOVAL BEGIN target.Knockdown(knockdown_time_carbon) target.apply_damage(stamina_damage, STAMINA, BODY_ZONE_CHEST) */ //SKYRAT EDIT END //SKYRAT EDIT ADDITION - BEGIN target.apply_damage(force*0.5, BRUTE, BODY_ZONE_CHEST) target.StaminaKnockdown(stamina_damage) //SKYRAT EDIT END additional_effects_carbon(target, user) log_combat(user, target, "stunned", src) add_fingerprint(user) target.visible_message(desc["visible"], desc["local"]) if(!iscarbon(user)) target.LAssailant = null else target.LAssailant = user cooldown_check = world.time + cooldown return /obj/item/conversion_kit name = "conversion kit" desc = "A strange box containing wood working tools and an instruction paper to turn stun batons into something else." icon = 'icons/obj/storage.dmi' icon_state = "uk" custom_price = PAYCHECK_HARD * 4.5 /obj/item/melee/classic_baton/telescopic name = "telescopic baton" desc = "A compact yet robust personal defense weapon. Can be concealed when folded." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "telebaton_0" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' inhand_icon_state = null worn_icon_state = "tele_baton" slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL item_flags = NONE force = 0 on = FALSE on_sound = 'sound/weapons/batonextend.ogg' on_icon_state = "telebaton_1" off_icon_state = "telebaton_0" on_inhand_icon_state = "nullrod" force_on = 10 force_off = 0 weight_class_on = WEIGHT_CLASS_BULKY bare_wound_bonus = 5 /obj/item/melee/classic_baton/telescopic/suicide_act(mob/user) var/mob/living/carbon/human/H = user var/obj/item/organ/brain/B = H.getorgan(/obj/item/organ/brain) user.visible_message("[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear [user.p_their()] mind.") if(!on) src.attack_self(user) else playsound(src, on_sound, 50, TRUE) add_fingerprint(user) sleep(3) if (!QDELETED(H)) if(!QDELETED(B)) H.internal_organs -= B qdel(B) new /obj/effect/gibspawner/generic(H.drop_location(), H) return (BRUTELOSS) /obj/item/melee/classic_baton/telescopic/attack_self(mob/user) on = !on var/list/desc = get_on_description() if(on) to_chat(user, desc["local_on"]) icon_state = on_icon_state inhand_icon_state = on_inhand_icon_state w_class = weight_class_on force = force_on attack_verb_continuous = list("smacks", "strikes", "cracks", "beats") attack_verb_simple = list("smack", "strike", "crack", "beat") else to_chat(user, desc["local_off"]) icon_state = off_icon_state inhand_icon_state = null //no sprite for concealment even when in hand slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL force = force_off attack_verb_continuous = list("hits", "pokes") attack_verb_simple = list("hit", "poke") playsound(src.loc, on_sound, 50, TRUE) add_fingerprint(user) /obj/item/melee/classic_baton/telescopic/contractor_baton name = "contractor baton" desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "contractor_baton_0" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' inhand_icon_state = null slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL item_flags = NONE force = 5 cooldown = 25 stamina_damage = 65 //SKYRAT EDIT CHANGE - ORIGINAL: 85 // SKYRAT EDIT CHANGE - SKYRAT ORIGINAL POST-NERF: 30 affect_silicon = TRUE on_sound = 'sound/weapons/contractorbatonextend.ogg' on_stun_sound = 'sound/effects/contractorbatonhit.ogg' on_icon_state = "contractor_baton_1" off_icon_state = "contractor_baton_0" on_inhand_icon_state = "contractor_baton" force_on = 16 force_off = 5 weight_class_on = WEIGHT_CLASS_NORMAL /obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description() return "The baton is still charging!" /obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user) target.Jitter(20) target.stuttering += 20 /obj/item/melee/supermatter_sword name = "supermatter sword" desc = "In a station full of bad ideas, this might just be the worst." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "supermatter_sword" inhand_icon_state = "supermatter_sword" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' slot_flags = null w_class = WEIGHT_CLASS_BULKY force = 0.001 armour_penetration = 1000 var/obj/machinery/power/supermatter_crystal/shard var/balanced = 1 force_string = "INFINITE" /obj/item/melee/supermatter_sword/Initialize() . = ..() shard = new /obj/machinery/power/supermatter_crystal(src) qdel(shard.countdown) shard.countdown = null START_PROCESSING(SSobj, src) visible_message("[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all.") /obj/item/melee/supermatter_sword/process() if(balanced || throwing || ismob(src.loc) || isnull(src.loc)) return if(!isturf(src.loc)) var/atom/target = src.loc forceMove(target.loc) consume_everything(target) else var/turf/T = get_turf(src) if(!isspaceturf(T)) consume_turf(T) /obj/item/melee/supermatter_sword/afterattack(target, mob/user, proximity_flag) . = ..() if(user && target == user) user.dropItemToGround(src) if(proximity_flag) consume_everything(target) /obj/item/melee/supermatter_sword/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) ..() if(ismob(hit_atom)) var/mob/M = hit_atom if(src.loc == M) M.dropItemToGround(src) consume_everything(hit_atom) /obj/item/melee/supermatter_sword/pickup(user) ..() balanced = 0 /obj/item/melee/supermatter_sword/ex_act(severity, target) visible_message("The blast wave smacks into [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") consume_everything() /obj/item/melee/supermatter_sword/acid_act() visible_message("The acid smacks into [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") consume_everything() return TRUE /obj/item/melee/supermatter_sword/bullet_act(obj/projectile/P) visible_message("[P] smacks into [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") consume_everything(P) return BULLET_ACT_HIT /obj/item/melee/supermatter_sword/suicide_act(mob/user) user.visible_message("[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!") user.dropItemToGround(src, TRUE) shard.Bumped(user) /obj/item/melee/supermatter_sword/proc/consume_everything(target) if(isnull(target)) shard.Consume() else if(!isturf(target)) shard.Bumped(target) else consume_turf(target) /obj/item/melee/supermatter_sword/proc/consume_turf(turf/T) var/oldtype = T.type var/turf/newT = T.ScrapeAway(flags = CHANGETURF_INHERIT_AIR) if(newT.type == oldtype) return playsound(T, 'sound/effects/supermatter.ogg', 50, TRUE) T.visible_message("[T] smacks into [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") shard.Consume() /obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna) return FALSE /obj/item/melee/curator_whip name = "curator's whip" desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by." icon_state = "whip" inhand_icon_state = "chain" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' worn_icon_state = "whip" slot_flags = ITEM_SLOT_BELT force = 15 w_class = WEIGHT_CLASS_NORMAL attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines") attack_verb_simple = list("flog", "whip", "lash", "discipline") hitsound = 'sound/weapons/whip.ogg' /obj/item/melee/curator_whip/afterattack(target, mob/user, proximity_flag) . = ..() if(ishuman(target) && proximity_flag) var/mob/living/carbon/human/H = target H.drop_all_held_items() H.visible_message("[user] disarms [H]!", "[user] disarmed you!") /obj/item/melee/roastingstick name = "advanced roasting stick" desc = "A telescopic roasting stick with a miniature shield generator designed to ensure entry into various high-tech shielded cooking ovens and firepits." icon_state = "roastingstick_0" inhand_icon_state = "null" worn_icon_state = "tele_baton" slot_flags = ITEM_SLOT_BELT w_class = WEIGHT_CLASS_SMALL item_flags = NONE force = 0 attack_verb_continuous = list("hits", "pokes") attack_verb_simple = list("hit", "poke") var/obj/item/food/sausage/held_sausage var/static/list/ovens var/on = FALSE var/datum/beam/beam /obj/item/melee/roastingstick/Initialize() . = ..() if (!ovens) ovens = typecacheof(list(/obj/singularity, /obj/energy_ball, /obj/machinery/power/supermatter_crystal, /obj/structure/bonfire)) /obj/item/melee/roastingstick/attack_self(mob/user) on = !on if(on) extend(user) else if (held_sausage) to_chat(user, "You can't retract [src] while [held_sausage] is attached!") return retract(user) playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE) add_fingerprint(user) /obj/item/melee/roastingstick/attackby(atom/target, mob/user) ..() if (istype(target, /obj/item/food/sausage)) if (!on) to_chat(user, "You must extend [src] to attach anything to it!") return if (held_sausage) to_chat(user, "[held_sausage] is already attached to [src]!") return if (user.transferItemToLoc(target, src)) held_sausage = target else to_chat(user, "[target] doesn't seem to want to get on [src]!") update_appearance() /obj/item/melee/roastingstick/attack_hand(mob/user, list/modifiers) ..() if (held_sausage) user.put_in_hands(held_sausage) held_sausage = null update_appearance() /obj/item/melee/roastingstick/update_overlays() . = ..() if(held_sausage) . += mutable_appearance(icon, "roastingstick_sausage") /obj/item/melee/roastingstick/proc/extend(user) to_chat(user, "You extend [src].") icon_state = "roastingstick_1" inhand_icon_state = "nullrod" w_class = WEIGHT_CLASS_BULKY /obj/item/melee/roastingstick/proc/retract(user) to_chat(user, "You collapse [src].") icon_state = "roastingstick_0" inhand_icon_state = null w_class = WEIGHT_CLASS_SMALL /obj/item/melee/roastingstick/handle_atom_del(atom/target) if (target == held_sausage) held_sausage = null update_appearance() /obj/item/melee/roastingstick/afterattack(atom/target, mob/user, proximity) . = ..() if (!on) return if (is_type_in_typecache(target, ovens)) if (held_sausage?.roasted) to_chat("Your [held_sausage] has already been cooked!") return if (istype(target, /obj/singularity) && get_dist(user, target) < 10) to_chat(user, "You send [held_sausage] towards [target].") playsound(src, 'sound/items/rped.ogg', 50, TRUE) beam = user.Beam(target,icon_state="rped_upgrade", time = 10 SECONDS) else if (user.Adjacent(target)) to_chat(user, "You extend [src] towards [target].") playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE) else return if(do_after(user, 100, target = user)) finish_roasting(user, target) else QDEL_NULL(beam) playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE) /obj/item/melee/roastingstick/proc/finish_roasting(user, atom/target) to_chat(user, "You finish roasting [held_sausage].") playsound(src,'sound/items/welder2.ogg',50,TRUE) held_sausage.add_atom_colour(rgb(103,63,24), FIXED_COLOUR_PRIORITY) held_sausage.name = "[target.name]-roasted [held_sausage.name]" held_sausage.desc = "[held_sausage.desc] It has been cooked to perfection on \a [target]." update_appearance() /obj/item/melee/cleric_mace name = "cleric mace" desc = "The grandson of the club, yet the grandfather of the baseball bat. Most notably used by holy orders in days past." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "mace_greyscale" inhand_icon_state = "mace_greyscale" worn_icon_state = "mace" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color. custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron Mace. slot_flags = ITEM_SLOT_BELT force = 14 w_class = WEIGHT_CLASS_BULKY throwforce = 8 block_chance = 10 armour_penetration = 50 attack_verb_continuous = list("smacks", "strikes", "cracks", "beats") attack_verb_simple = list("smack", "strike", "crack", "beat") var/overlay_state = "mace_handle" var/mutable_appearance/overlay /obj/item/melee/cleric_mace/Initialize() . = ..() overlay = mutable_appearance(icon, overlay_state) overlay.appearance_flags = RESET_COLOR | RESET_ALPHA | KEEP_APART add_overlay(overlay)