Files
Bubberstation/code/game/objects/items/fireaxe.dm
Ryll Ryll 46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00

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/*
* Fireaxe
*/
/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
throwforce = 15
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
attack_verb = list("attacked", "chopped", "cleaved", "tore", "lacerated", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
var/wielded = FALSE // track wielded status on item
/obj/item/fireaxe/Initialize()
. = ..()
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
/obj/item/fireaxe/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 100, 80, 0 , hitsound) //axes are not known for being precision butchering tools
AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=24, icon_wielded="fireaxe1")
/// triggered on wield of two handed item
/obj/item/fireaxe/proc/on_wield(obj/item/source, mob/user)
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/fireaxe/proc/on_unwield(obj/item/source, mob/user)
wielded = FALSE
/obj/item/fireaxe/update_icon_state()
icon_state = "fireaxe0"
/obj/item/fireaxe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/fireaxe/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if(wielded) //destroys windows and grilles in one hit
if(istype(A, /obj/structure/window) || istype(A, /obj/structure/grille))
var/obj/structure/W = A
W.obj_destruction("fireaxe")
/*
* Bone Axe
*/
/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
name = "bone axe"
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."
/obj/item/fireaxe/boneaxe/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=23, icon_wielded="bone_axe1")
/obj/item/fireaxe/boneaxe/update_icon_state()
icon_state = "bone_axe0"