mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 08:34:23 +00:00
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
276 lines
9.7 KiB
Plaintext
276 lines
9.7 KiB
Plaintext
// Knife Template, should not appear in game normaly //
|
|
/obj/item/knife
|
|
name = "knife"
|
|
icon = 'icons/obj/service/kitchen.dmi'
|
|
icon_state = "knife"
|
|
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
|
|
inhand_icon_state = "knife"
|
|
worn_icon_state = "knife"
|
|
desc = "The original knife, it is said that all other knives are only copies of this one."
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
force = 10
|
|
demolition_mod = 0.75
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
throwforce = 10
|
|
hitsound = 'sound/weapons/bladeslice.ogg'
|
|
throw_speed = 3
|
|
throw_range = 6
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6)
|
|
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
|
|
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
|
|
sharpness = SHARP_EDGED
|
|
armor_type = /datum/armor/item_knife
|
|
var/bayonet = FALSE //Can this be attached to a gun?
|
|
wound_bonus = 5
|
|
bare_wound_bonus = 15
|
|
tool_behaviour = TOOL_KNIFE
|
|
|
|
/datum/armor/item_knife
|
|
fire = 50
|
|
acid = 50
|
|
|
|
/obj/item/knife/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/eyestab)
|
|
set_butchering()
|
|
|
|
///Adds the butchering component, used to override stats for special cases
|
|
/obj/item/knife/proc/set_butchering()
|
|
AddComponent(/datum/component/butchering, \
|
|
speed = 8 SECONDS - force, \
|
|
effectiveness = 100, \
|
|
bonus_modifier = force - 10, \
|
|
)
|
|
//bonus chance increases depending on force
|
|
|
|
/obj/item/knife/suicide_act(mob/living/user)
|
|
user.visible_message(pick(span_suicide("[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide."), \
|
|
span_suicide("[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide."), \
|
|
span_suicide("[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.")))
|
|
return BRUTELOSS
|
|
|
|
/obj/item/knife/ritual
|
|
name = "ritual knife"
|
|
desc = "The unearthly energies that once powered this blade are now dormant."
|
|
icon = 'icons/obj/weapons/khopesh.dmi'
|
|
icon_state = "bone_blade"
|
|
inhand_icon_state = "bone_blade"
|
|
worn_icon_state = "bone_blade"
|
|
lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
|
|
inhand_x_dimension = 64
|
|
inhand_y_dimension = 64
|
|
item_flags = CRUEL_IMPLEMENT //maybe they want to use it in surgery
|
|
force = 15
|
|
throwforce = 15
|
|
wound_bonus = 20
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/knife/bloodletter
|
|
name = "bloodletter"
|
|
desc = "An occult looking dagger that is cold to the touch. Somehow, the flawless orb on the pommel is made entirely of liquid blood."
|
|
icon = 'icons/obj/weapons/khopesh.dmi'
|
|
icon_state = "bloodletter"
|
|
worn_icon_state = "render"
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
/// Bleed stacks applied when an organic mob target is hit
|
|
var/bleed_stacks_per_hit = 3
|
|
|
|
/obj/item/knife/bloodletter/afterattack(atom/target, mob/user, click_parameters)
|
|
if(!isliving(target))
|
|
return
|
|
var/mob/living/M = target
|
|
if(!(M.mob_biotypes & MOB_ORGANIC))
|
|
return
|
|
var/datum/status_effect/stacking/saw_bleed/bloodletting/B = M.has_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting)
|
|
if(!B)
|
|
M.apply_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting, bleed_stacks_per_hit)
|
|
else
|
|
B.add_stacks(bleed_stacks_per_hit)
|
|
|
|
/obj/item/knife/butcher
|
|
name = "butcher's cleaver"
|
|
icon_state = "butch"
|
|
inhand_icon_state = "butch"
|
|
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
force = 15
|
|
throwforce = 10
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6)
|
|
attack_verb_continuous = list("slices", "dices", "chops", "cubes", "minces", "juliennes", "chiffonades", "batonnets")
|
|
attack_verb_simple = list("slice", "dice", "chop", "cube", "mince", "julienne", "chiffonade", "batonnet")
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
custom_price = PAYCHECK_CREW * 5
|
|
wound_bonus = 15
|
|
|
|
/obj/item/knife/hunting
|
|
name = "hunting knife"
|
|
icon = 'icons/obj/weapons/stabby.dmi'
|
|
desc = "Despite its name, it's mainly used for cutting meat from dead prey rather than actual hunting."
|
|
inhand_icon_state = "huntingknife"
|
|
icon_state = "huntingknife"
|
|
wound_bonus = 10
|
|
|
|
/obj/item/knife/hunting/set_butchering()
|
|
AddComponent(/datum/component/butchering, \
|
|
speed = 8 SECONDS - force, \
|
|
effectiveness = 100, \
|
|
bonus_modifier = force + 10, \
|
|
)
|
|
|
|
/obj/item/knife/combat
|
|
name = "combat knife"
|
|
icon = 'icons/obj/weapons/stabby.dmi'
|
|
icon_state = "buckknife"
|
|
worn_icon_state = "buckknife"
|
|
desc = "A military combat utility survival knife."
|
|
embedding = list("pain_mult" = 4, "embed_chance" = 65, "fall_chance" = 10, "ignore_throwspeed_threshold" = TRUE)
|
|
force = 20
|
|
throwforce = 20
|
|
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "cuts")
|
|
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "cut")
|
|
bayonet = TRUE
|
|
slot_flags = ITEM_SLOT_MASK
|
|
|
|
/obj/item/knife/combat/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/knockoff, 90, list(BODY_ZONE_PRECISE_MOUTH), slot_flags) //90% to knock off when wearing a mask
|
|
|
|
/obj/item/knife/combat/dropped(mob/living/user, slot)
|
|
. = ..()
|
|
if(user.get_item_by_slot(ITEM_SLOT_MASK) == src && !user.has_status_effect(/datum/status_effect/choke) && prob(20))
|
|
user.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
|
|
playsound(user, 'sound/weapons/slice.ogg', 50, TRUE)
|
|
user.visible_message(span_danger("[user] accidentally cuts [user.p_them()]self while pulling [src] out of [user.p_them()] teeth! What a doofus!"), span_userdanger("You accidentally cut your mouth with [src]!"))
|
|
|
|
/obj/item/knife/combat/equipped(mob/living/user, slot, initial = FALSE)
|
|
. = ..()
|
|
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(20))
|
|
if(user.get_item_by_slot(ITEM_SLOT_MASK) == src)
|
|
user.apply_status_effect(/datum/status_effect/choke, src)
|
|
user.visible_message(span_danger("[user] accidentally swallows [src]!"))
|
|
playsound(user, 'sound/items/eatfood.ogg', 100, TRUE)
|
|
|
|
/obj/item/knife/combat/survival
|
|
name = "survival knife"
|
|
icon = 'icons/obj/weapons/stabby.dmi'
|
|
icon_state = "survivalknife"
|
|
worn_icon_state = "survivalknife"
|
|
embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10)
|
|
desc = "A hunting grade survival knife."
|
|
force = 15
|
|
throwforce = 15
|
|
bayonet = TRUE
|
|
|
|
/obj/item/knife/combat/bone
|
|
name = "bone dagger"
|
|
inhand_icon_state = "bone_dagger"
|
|
icon = 'icons/obj/weapons/stabby.dmi'
|
|
icon_state = "bone_dagger"
|
|
worn_icon_state = "bone_dagger"
|
|
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
|
|
desc = "A sharpened bone. The bare minimum in survival."
|
|
embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10)
|
|
obj_flags = parent_type::obj_flags & ~CONDUCTS_ELECTRICITY
|
|
slot_flags = NONE
|
|
force = 15
|
|
throwforce = 15
|
|
custom_materials = null
|
|
|
|
/obj/item/knife/combat/cyborg
|
|
name = "cyborg knife"
|
|
icon = 'icons/obj/items_cyborg.dmi'
|
|
icon_state = "knife_cyborg"
|
|
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
|
|
|
|
/obj/item/knife/shiv
|
|
name = "glass shiv"
|
|
icon = 'icons/obj/weapons/stabby.dmi'
|
|
icon_state = "shiv"
|
|
inhand_icon_state = "shiv"
|
|
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
|
|
desc = "A makeshift glass shiv."
|
|
obj_flags = parent_type::obj_flags & ~CONDUCTS_ELECTRICITY
|
|
force = 8
|
|
throwforce = 12
|
|
attack_verb_continuous = list("shanks", "shivs")
|
|
attack_verb_simple = list("shank", "shiv")
|
|
armor_type = /datum/armor/none
|
|
custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 4)
|
|
|
|
/obj/item/knife/shiv/plasma
|
|
name = "plasma shiv"
|
|
icon_state = "plasmashiv"
|
|
inhand_icon_state = "plasmashiv"
|
|
desc = "A makeshift plasma glass shiv."
|
|
force = 9
|
|
throwforce = 13
|
|
armor_type = /datum/armor/shiv_plasma
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT *4, /datum/material/plasma=SMALL_MATERIAL_AMOUNT * 2)
|
|
|
|
/datum/armor/shiv_plasma
|
|
melee = 25
|
|
bullet = 25
|
|
laser = 25
|
|
energy = 25
|
|
bomb = 25
|
|
fire = 50
|
|
acid = 50
|
|
|
|
/obj/item/knife/shiv/titanium
|
|
name = "titanium shiv"
|
|
icon_state = "titaniumshiv"
|
|
inhand_icon_state = "titaniumshiv"
|
|
desc = "A makeshift titanium-infused glass shiv."
|
|
throwforce = 14
|
|
throw_range = 7
|
|
wound_bonus = 10
|
|
armor_type = /datum/armor/shiv_titanium
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4, /datum/material/titanium=SMALL_MATERIAL_AMOUNT * 2)
|
|
|
|
/datum/armor/shiv_titanium
|
|
melee = 25
|
|
bullet = 25
|
|
laser = 25
|
|
energy = 25
|
|
bomb = 25
|
|
fire = 50
|
|
acid = 50
|
|
|
|
/obj/item/knife/shiv/plastitanium
|
|
name = "plastitanium shiv"
|
|
icon_state = "plastitaniumshiv"
|
|
inhand_icon_state = "plastitaniumshiv"
|
|
desc = "A makeshift titanium-infused plasma glass shiv."
|
|
force = 10
|
|
throwforce = 15
|
|
throw_speed = 4
|
|
throw_range = 8
|
|
wound_bonus = 10
|
|
bare_wound_bonus = 20
|
|
armor_type = /datum/armor/shiv_plastitanium
|
|
custom_materials = list(/datum/material/glass= SMALL_MATERIAL_AMOUNT * 4, /datum/material/alloy/plastitanium= SMALL_MATERIAL_AMOUNT * 2)
|
|
|
|
/datum/armor/shiv_plastitanium
|
|
melee = 50
|
|
bullet = 50
|
|
laser = 50
|
|
energy = 50
|
|
bomb = 50
|
|
fire = 75
|
|
acid = 75
|
|
|
|
/obj/item/knife/shiv/carrot
|
|
name = "carrot shiv"
|
|
icon_state = "carrotshiv"
|
|
inhand_icon_state = "carrotshiv"
|
|
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
|
|
custom_materials = null
|
|
|
|
/obj/item/knife/shiv/carrot/suicide_act(mob/living/carbon/user)
|
|
user.visible_message(span_suicide("[user] forcefully drives \the [src] into [user.p_their()] eye! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
return BRUTELOSS
|