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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
112 lines
3.7 KiB
Plaintext
112 lines
3.7 KiB
Plaintext
GLOBAL_DATUM(bridge_axe, /obj/item/fireaxe)
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/*
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* Fireaxe
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*/
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/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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icon = 'icons/obj/weapons/fireaxe.dmi'
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icon_state = "fireaxe0"
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base_icon_state = "fireaxe"
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lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
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force = 5
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throwforce = 15
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demolition_mod = 1.25
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w_class = WEIGHT_CLASS_BULKY
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BACK
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attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
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attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
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hitsound = 'sound/items/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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armor_type = /datum/armor/item_fireaxe
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resistance_flags = FIRE_PROOF
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wound_bonus = -15
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bare_wound_bonus = 20
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/// How much damage to do unwielded
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var/force_unwielded = 5
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/// How much damage to do wielded
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var/force_wielded = 24
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/datum/armor/item_fireaxe
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fire = 100
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acid = 30
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/obj/item/fireaxe/Initialize(mapload)
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. = ..()
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if(!GLOB.bridge_axe && istype(get_area(src), /area/station/command))
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GLOB.bridge_axe = src
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AddComponent(/datum/component/butchering, \
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speed = 10 SECONDS, \
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effectiveness = 80, \
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bonus_modifier = 0 , \
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butcher_sound = hitsound, \
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)
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//axes are not known for being precision butchering tools
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[base_icon_state]1")
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/obj/item/fireaxe/Destroy()
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if(GLOB.bridge_axe == src)
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GLOB.bridge_axe = null
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return ..()
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/obj/item/fireaxe/get_demolition_modifier(obj/target)
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return HAS_TRAIT(src, TRAIT_WIELDED) ? demolition_mod : 0.8
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/obj/item/fireaxe/update_icon_state()
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icon_state = "[base_icon_state]0"
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return ..()
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/obj/item/fireaxe/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/fireaxe/afterattack(atom/target, mob/user, list/modifiers)
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if(!HAS_TRAIT(src, TRAIT_WIELDED)) //destroys windows and grilles in one hit
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return
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if(target.resistance_flags & INDESTRUCTIBLE)
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return
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if(istype(target, /obj/structure/window) || istype(target, /obj/structure/grille))
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target.atom_destruction("fireaxe")
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/*
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* Bone Axe
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*/
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/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
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name = "bone axe"
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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."
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icon_state = "bone_axe0"
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base_icon_state = "bone_axe"
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icon_angle = 180
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force_unwielded = 5
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force_wielded = 23
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/*
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* Metal Hydrogen Axe
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*/
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/obj/item/fireaxe/metal_h2_axe
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name = "metallic hydrogen axe"
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desc = "A lightweight crowbar with an extreme sharp fire axe head attached. It trades its heft as a weapon by making it easier to carry around when holstered to suits without having to sacrifice your backpack."
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icon_state = "metalh2_axe0"
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base_icon_state = "metalh2_axe"
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icon_angle = -45
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force_unwielded = 5
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force_wielded = 15
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demolition_mod = 2
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tool_behaviour = TOOL_CROWBAR
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toolspeed = 1
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usesound = 'sound/items/tools/crowbar.ogg'
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//boarding axe
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/obj/item/fireaxe/boardingaxe
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name = "boarding axe"
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desc = "A hulking cleaver that feels like a burden just looking at it. Seems excellent at halving obstacles like windows, airlocks, barricades and people."
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icon_state = "boarding_axe0"
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base_icon_state = "boarding_axe"
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force_unwielded = 5
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force_wielded = 30
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demolition_mod = 3
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