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https://github.com/Bubberstation/Bubberstation.git
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bc2215667f
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
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, list/attack_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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