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303 lines
9.1 KiB
Plaintext
303 lines
9.1 KiB
Plaintext
/* Two-handed Weapons
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* Contains:
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* Twohanded
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* Fireaxe
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* Double-Bladed Energy Swords
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* Spears
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*/
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/*##################################################################
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##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
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####################################################################*/
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//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
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//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
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//It also tidies stuff up elsewhere.
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/*
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* Twohanded
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*/
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/obj/item/weapon/twohanded
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var/wielded = 0
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var/force_unwielded = 0
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var/force_wielded = 0
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var/wieldsound = null
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var/unwieldsound = null
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/obj/item/weapon/twohanded/proc/unwield(mob/living/carbon/user)
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if(!wielded || !user) return
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wielded = 0
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force = force_unwielded
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var/sf = findtext(name," (Wielded)")
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if(sf)
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name = copytext(name,1,sf)
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else //something wrong
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name = "[initial(name)]"
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update_icon()
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user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
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if(unwieldsound)
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playsound(loc, unwieldsound, 50, 1)
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var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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O.unwield()
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return
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/obj/item/weapon/twohanded/proc/wield(mob/living/carbon/user)
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if(wielded) return
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if(istype(user,/mob/living/carbon/monkey) )
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user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
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return
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if(user.get_inactive_hand())
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user << "<span class='warning'>You need your other hand to be empty!</span>"
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return
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wielded = 1
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force = force_wielded
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name = "[name] (Wielded)"
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update_icon()
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user << "<span class='notice'>You grab the [name] with both hands.</span>"
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if (wieldsound)
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playsound(loc, wieldsound, 50, 1)
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var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
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O.name = "[name] - offhand"
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O.desc = "Your second grip on the [name]"
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user.put_in_inactive_hand(O)
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return
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/obj/item/weapon/twohanded/mob_can_equip(mob/M, slot)
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//Cannot equip wielded items.
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if(wielded)
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M << "<span class='warning'>Unwield the [name] first!</span>"
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return 0
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return ..()
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/obj/item/weapon/twohanded/dropped(mob/user)
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//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
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if(user)
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var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield(user)
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return unwield(user)
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/obj/item/weapon/twohanded/update_icon()
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return
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/obj/item/weapon/twohanded/attack_self(mob/user)
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..()
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if(wielded) //Trying to unwield it
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unwield(user)
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else //Trying to wield it
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wield(user)
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///////////OFFHAND///////////////
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/obj/item/weapon/twohanded/offhand
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name = "offhand"
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icon_state = "offhand"
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w_class = 5
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flags = ABSTRACT
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/obj/item/weapon/twohanded/offhand/unwield()
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qdel(src)
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/obj/item/weapon/twohanded/offhand/wield()
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qdel(src)
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/obj/item/weapon/twohanded/offhand/IsShield()//if the actual twohanded weapon is a shield, we count as a shield too!
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var/mob/user = loc
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if(!istype(user)) return 0
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var/obj/item/I = user.get_active_hand()
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if(I == src) I = user.get_inactive_hand()
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if(!I) return 0
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return I.IsShield()
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///////////Two hand required objects///////////////
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//This is for objects that require two hands to even pick up
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/obj/item/weapon/twohanded/required/
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w_class = 5
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/obj/item/weapon/twohanded/required/attack_self()
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return
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/obj/item/weapon/twohanded/required/mob_can_equip(mob/M, slot)
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if(wielded)
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M << "<span class='warning'>[src.name] is too cumbersome to carry with anything but your hands!</span>"
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return 0
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return ..()
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/obj/item/weapon/twohanded/required/attack_hand(mob/user)//Can't even pick it up without both hands empty
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var/obj/item/weapon/twohanded/required/H = user.get_inactive_hand()
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if(get_dist(src,user) > 1)
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return 0
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if(H != null)
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user << "<span class='notice'>[src.name] is too cumbersome to carry in one hand!</span>"
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return
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var/obj/item/weapon/twohanded/offhand/O = new(user)
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user.put_in_inactive_hand(O)
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..()
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wielded = 1
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/obj/item/weapon/twohanded/
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/*
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* Fireaxe
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*/
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/obj/item/weapon/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
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icon_state = "fireaxe0"
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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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force = 5
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throwforce = 15
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w_class = 4
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slot_flags = SLOT_BACK
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force_unwielded = 5
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force_wielded = 24 // Was 18, Buffed - RobRichards/RR
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
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icon_state = "fireaxe[wielded]"
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return
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/obj/item/weapon/twohanded/fireaxe/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] axes \himself from head to toe! It looks like \he's trying to commit suicide..</span>")
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return (BRUTELOSS)
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/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
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if(!proximity) return
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if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
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if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
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var/obj/structure/window/W = A
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new /obj/item/weapon/shard( W.loc )
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if(W.reinf) new /obj/item/stack/rods( W.loc)
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if (W.dir == SOUTHWEST)
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new /obj/item/weapon/shard( W.loc )
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if(W.reinf) new /obj/item/stack/rods( W.loc)
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qdel(A)
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/*
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* Double-Bladed Energy Swords - Cheridan
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*/
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/obj/item/weapon/twohanded/dualsaber
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icon_state = "dualsaber0"
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name = "double-bladed energy sword"
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desc = "Handle with care."
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force = 3
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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w_class = 2
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force_unwielded = 3
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force_wielded = 34
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wieldsound = 'sound/weapons/saberon.ogg'
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unwieldsound = 'sound/weapons/saberoff.ogg'
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hitsound = "swing_hit"
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flags = NOSHIELD
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origin_tech = "magnets=3;syndicate=4"
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item_color = "green"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/hacked = 0
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/obj/item/weapon/twohanded/dualsaber/New()
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item_color = pick("red", "blue", "green", "purple")
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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if(wielded)
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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clean_blood()//blood overlays get weird otherwise, because the sprite changes.
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return
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/obj/item/weapon/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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..()
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if(user.disabilities & CLUMSY && (wielded) && prob(40))
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impale(user)
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return
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if((wielded) && prob(50))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
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user.dir = i
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sleep(1)
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/obj/item/weapon/twohanded/dualsaber/proc/impale(mob/living/user)
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user << "<span class='warning'>You twirl around a bit before losing your balance and impaling yourself on \the [src].</span>"
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if (force_wielded)
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user.take_organ_damage(20,25)
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else
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user.adjustStaminaLoss(25)
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/obj/item/weapon/twohanded/dualsaber/IsShield()
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if(wielded)
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return 1
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else
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return 0
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/obj/item/weapon/twohanded/dualsaber/attack_hulk(mob/living/carbon/human/user) //In case thats just so happens that it is still activated on the groud, prevents hulk from picking it up
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if(wielded)
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user << "<span class='warning'>You can't pick up such dangerous item with your meaty hands without losing fingers, better not to!</span>"
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return 1
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/obj/item/weapon/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds.
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if(istype(M))
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if(M.dna.check_mutation(HULK))
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M << "<span class='warning'>You lack the grace to wield this!</span>"
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return
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..()
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hitsound = 'sound/weapons/blade1.ogg'
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/obj/item/weapon/twohanded/dualsaber/unwield() //Specific unwield () to switch hitsounds.
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..()
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hitsound = "swing_hit"
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/obj/item/weapon/twohanded/dualsaber/IsReflect()
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if(wielded)
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return 1
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/obj/item/weapon/twohanded/dualsaber/green
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New()
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item_color = "green"
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/obj/item/weapon/twohanded/dualsaber/red
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New()
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item_color = "red"
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/obj/item/weapon/twohanded/dualsaber/attackby(obj/item/weapon/W, mob/user, params)
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..()
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if(istype(W, /obj/item/device/multitool))
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if(hacked == 0)
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hacked = 1
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user << "<span class='warning'>2XRNBW_ENGAGE</span>"
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item_color = "rainbow"
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update_icon()
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else
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user << "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>"
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//spears
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/obj/item/weapon/twohanded/spear
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icon_state = "spearglass0"
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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force = 10
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w_class = 4
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slot_flags = SLOT_BACK
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force_unwielded = 10
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force_wielded = 18
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throwforce = 20
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throw_speed = 4
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embedded_impact_pain_multiplier = 3
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flags = NOSHIELD
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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/obj/item/weapon/twohanded/spear/update_icon()
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icon_state = "spearglass[wielded]"
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return
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