Files
Bubberstation/code/game/objects/items/knives.dm
Salex08 8a8fa9c99c Replaces GetComponent in Mining items with Signalers (#68575)
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
2022-07-27 14:30:04 -04:00

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// Knife Template, should not appear in game normaly //
/obj/item/knife
name = "knife"
icon = 'icons/obj/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."
flags_1 = CONDUCT_1
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=12000)
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 = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
var/bayonet = FALSE //Can this be attached to a gun?
wound_bonus = 5
bare_wound_bonus = 15
tool_behaviour = TOOL_KNIFE
/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/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/eldritch.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
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/ice_moon/artifacts.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, proximity_flag, click_parameters)
. = ..()
if(!isliving(target) || !proximity_flag)
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."
flags_1 = CONDUCT_1
force = 15
throwforce = 10
custom_materials = list(/datum/material/iron=18000)
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"
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_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
/obj/item/knife/combat/survival
name = "survival knife"
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_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)
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/shards.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."
force = 8
throwforce = 12
attack_verb_continuous = list("shanks", "shivs")
attack_verb_simple = list("shank", "shiv")
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
custom_materials = list(/datum/material/glass=400)
/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 = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
custom_materials = list(/datum/material/glass=400, /datum/material/plasma=200)
/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 = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
custom_materials = list(/datum/material/glass=400, /datum/material/titanium=200)
/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 = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 0, FIRE = 75, ACID = 75)
custom_materials = list(/datum/material/glass=400, /datum/material/alloy/plastitanium=200)
/obj/item/knife/shiv/carrot
name = "carrot shiv"
icon_state = "carrotshiv"
inhand_icon_state = "carrotshiv"
icon = 'icons/obj/kitchen.dmi'
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