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* 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>
72 lines
2.6 KiB
Plaintext
72 lines
2.6 KiB
Plaintext
/*
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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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icon_state = "fireaxe0"
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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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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 = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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attack_verb = list("attacked", "chopped", "cleaved", "tore", "lacerated", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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max_integrity = 200
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
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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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var/wielded = FALSE // track wielded status on item
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/obj/item/fireaxe/Initialize()
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. = ..()
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RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
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RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
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/obj/item/fireaxe/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/butchering, 100, 80, 0 , hitsound) //axes are not known for being precision butchering tools
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AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=24, icon_wielded="fireaxe1")
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/// triggered on wield of two handed item
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/obj/item/fireaxe/proc/on_wield(obj/item/source, mob/user)
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wielded = TRUE
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/// triggered on unwield of two handed item
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/obj/item/fireaxe/proc/on_unwield(obj/item/source, mob/user)
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wielded = FALSE
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/obj/item/fireaxe/update_icon_state()
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icon_state = "fireaxe0"
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/obj/item/fireaxe/suicide_act(mob/user)
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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>")
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return (BRUTELOSS)
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/obj/item/fireaxe/afterattack(atom/A, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(wielded) //destroys windows and grilles in one hit
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if(istype(A, /obj/structure/window) || istype(A, /obj/structure/grille))
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var/obj/structure/W = A
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W.obj_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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icon_state = "bone_axe0"
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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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/obj/item/fireaxe/boneaxe/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded=5, force_wielded=23, icon_wielded="bone_axe1")
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/obj/item/fireaxe/boneaxe/update_icon_state()
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icon_state = "bone_axe0"
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