Files
Bubberstation/code/game/objects/items/melee/misc.dm
2017-08-21 18:29:51 -04:00

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/obj/item/melee
needs_permit = 1
/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind their back!</span>",
"<span class='userdanger'>You block the attack!</span>")
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"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
force = 10
throwforce = 7
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=5"
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.ogg'
materials = list(MAT_METAL = 1000)
/obj/item/melee/chainofcommand/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/melee/synthetic_arm_blade
name = "synthetic arm blade"
desc = "A grotesque blade that on closer inspection seems made of synthentic flesh, it still feels like it would hurt very badly as a weapon."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
origin_tech = "combat=5;biotech=5"
w_class = WEIGHT_CLASS_HUGE
force = 20
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP
/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"
item_state = "sabre"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
unique_rename = 1
force = 15
throwforce = 10
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = IS_SHARP
origin_tech = "combat=5"
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(MAT_METAL = 1000)
/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(obj/item/storage/S)
..()
var/obj/item/storage/belt/sabre/B = S
if(istype(B))
playsound(B, 'sound/items/unsheath.ogg', 25, 1)
/obj/item/melee/sabre/on_enter_storage(obj/item/storage/S)
..()
var/obj/item/storage/belt/sabre/B = S
if(istype(B))
playsound(B, 'sound/items/sheath.ogg', 25, 1)
/obj/item/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "baton"
item_state = "classic_baton"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
slot_flags = SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/cooldown = 0
var/on = TRUE
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
return ..()
add_fingerprint(user)
if((CLUMSY in user.disabilities) && prob(50))
to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
user.Knockdown(60 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
..()
return
if(!isliving(target))
return
if (user.a_intent == INTENT_HARM)
if(!..())
return
if(!iscyborg(target))
return
else
if(cooldown <= world.time)
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
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Knockdown(60)
add_logs(user, target, "stunned", src)
src.add_fingerprint(user)
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
"<span class ='userdanger'>[user] has knocked down [target] with [src]!</span>")
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = user
cooldown = world.time + 40
/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'
item_state = null
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
needs_permit = 0
force = 0
on = FALSE
/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("<span class='suicide'>[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear their mind.</span>")
if(!on)
src.attack_self(user)
else
playsound(loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
sleep(3)
if (H && !QDELETED(H))
if (B && !QDELETED(B))
H.internal_organs -= B
qdel(B)
new /obj/effect/gibspawner/generic(get_turf(H), H.dna)
return (BRUTELOSS)
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
on = !on
if(on)
to_chat(user, "<span class ='warning'>You extend the baton.</span>")
icon_state = "telebaton_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
force = 10 //stunbaton damage
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
icon_state = "telebaton_0"
item_state = null //no sprite for concealment even when in hand
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 0 //not so robust now
attack_verb = list("hit", "poked")
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
/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"
item_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_shard/shard
var/balanced = 1
origin_tech = "combat=7;materials=6"
force_string = "INFINITE"
/obj/item/melee/supermatter_sword/Initialize()
. = ..()
shard = new /obj/machinery/power/supermatter_shard(src)
qdel(shard.countdown)
shard.countdown = null
START_PROCESSING(SSobj, src)
visible_message("<span class='warning'>[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all.</span>")
/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
loc = 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.drop_item()
if(proximity_flag)
consume_everything(target)
..()
/obj/item/melee/supermatter_sword/throw_impact(target)
..()
if(ismob(target))
var/mob/M
if(src.loc == M)
M.drop_item()
consume_everything(target)
/obj/item/melee/supermatter_sword/pickup(user)
..()
balanced = 0
/obj/item/melee/supermatter_sword/ex_act(severity, target)
visible_message("<span class='danger'>The blast wave smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/melee/supermatter_sword/acid_act()
visible_message("<span class='danger'>The acid smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/melee/supermatter_sword/bullet_act(obj/item/projectile/P)
visible_message("<span class='danger'>[P] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/melee/supermatter_sword/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!</span>")
user.drop_item()
shard.CollidedWith(user)
/obj/item/melee/supermatter_sword/proc/consume_everything(target)
if(isnull(target))
shard.Consume()
else if(!isturf(target))
shard.CollidedWith(target)
else
consume_turf(target)
/obj/item/melee/supermatter_sword/proc/consume_turf(turf/T)
if(istype(T, T.baseturf))
return //Can't void the void, baby!
playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
T.visible_message("<span class='danger'>[T] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
shard.Consume()
T.ChangeTurf(T.baseturf)
T.CalculateAdjacentTurfs()
/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
return 0
/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"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = SLOT_BELT
force = 15
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.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("<span class='danger'>[user] disarms [H]!</span>", "<span class='userdanger'>[user] disarmed you!</span>")
..()