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synced 2026-01-17 04:27:39 +00:00
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
170 lines
6.6 KiB
Plaintext
170 lines
6.6 KiB
Plaintext
// Knife Template, should not appear in game normaly //
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/obj/item/knife
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name = "knife"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "knife"
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lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
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inhand_icon_state = "knife"
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worn_icon_state = "knife"
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desc = "The original knife, it is said that all other knives are only copies of this one."
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flags_1 = CONDUCT_1
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 10
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hitsound = 'sound/weapons/bladeslice.ogg'
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throw_speed = 3
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throw_range = 6
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custom_materials = list(/datum/material/iron=12000)
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attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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sharpness = SHARP_EDGED
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
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var/bayonet = FALSE //Can this be attached to a gun?
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wound_bonus = 5
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bare_wound_bonus = 15
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tool_behaviour = TOOL_KNIFE
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/obj/item/knife/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/eyestab)
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set_butchering()
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///Adds the butchering component, used to override stats for special cases
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/obj/item/knife/proc/set_butchering()
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AddComponent(/datum/component/butchering, 80 - force, 100, force - 10) //bonus chance increases depending on force
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/obj/item/knife/suicide_act(mob/user)
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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."), \
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span_suicide("[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide."), \
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span_suicide("[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.")))
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return (BRUTELOSS)
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/////
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/obj/item/knife/ritual
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name = "ritual knife"
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desc = "The unearthly energies that once powered this blade are now dormant."
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icon = 'icons/obj/eldritch.dmi'
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icon_state = "bone_blade"
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inhand_icon_state = "bone_blade"
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worn_icon_state = "bone_blade"
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lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
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inhand_x_dimension = 64
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inhand_y_dimension = 64
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/knife/bloodletter
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name = "bloodletter"
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desc = "An occult looking dagger that is cold to the touch. Somehow, the flawless orb on the pommel is made entirely of liquid blood."
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icon = 'icons/obj/ice_moon/artifacts.dmi'
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icon_state = "bloodletter"
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worn_icon_state = "render"
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w_class = WEIGHT_CLASS_NORMAL
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/// Bleed stacks applied when an organic mob target is hit
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var/bleed_stacks_per_hit = 3
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/obj/item/knife/bloodletter/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(!isliving(target) || !proximity_flag)
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return
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var/mob/living/M = target
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if(!(M.mob_biotypes & MOB_ORGANIC))
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return
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var/datum/status_effect/stacking/saw_bleed/bloodletting/B = M.has_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting)
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if(!B)
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M.apply_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting, bleed_stacks_per_hit)
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else
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B.add_stacks(bleed_stacks_per_hit)
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/obj/item/knife/butcher
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name = "butcher's cleaver"
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icon_state = "butch"
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inhand_icon_state = "butch"
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desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
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flags_1 = CONDUCT_1
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force = 15
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throwforce = 10
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custom_materials = list(/datum/material/iron=18000)
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attack_verb_continuous = list("cleaves", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("cleave", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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w_class = WEIGHT_CLASS_NORMAL
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custom_price = PAYCHECK_EASY * 5
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wound_bonus = 15
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/obj/item/knife/hunting
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name = "hunting knife"
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desc = "Despite its name, it's mainly used for cutting meat from dead prey rather than actual hunting."
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inhand_icon_state = "huntingknife"
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icon_state = "huntingknife"
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wound_bonus = 10
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/obj/item/knife/hunting/set_butchering()
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AddComponent(/datum/component/butchering, 80 - force, 100, force + 10)
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/obj/item/knife/combat
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name = "combat knife"
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icon_state = "buckknife"
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desc = "A military combat utility survival knife."
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embedding = list("pain_mult" = 4, "embed_chance" = 65, "fall_chance" = 10, "ignore_throwspeed_threshold" = TRUE)
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force = 20
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throwforce = 20
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attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "cuts")
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attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "cut")
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bayonet = TRUE
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/obj/item/knife/combat/survival
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name = "survival knife"
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icon_state = "survivalknife"
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embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10)
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desc = "A hunting grade survival knife."
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force = 15
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throwforce = 15
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bayonet = TRUE
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/obj/item/knife/combat/bone
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name = "bone dagger"
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inhand_icon_state = "bone_dagger"
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icon_state = "bone_dagger"
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worn_icon_state = "bone_dagger"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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desc = "A sharpened bone. The bare minimum in survival."
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embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10)
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force = 15
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throwforce = 15
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custom_materials = null
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/obj/item/knife/combat/cyborg
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name = "cyborg knife"
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "knife_cyborg"
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desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
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/obj/item/knife/shiv
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name = "glass shiv"
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icon = 'icons/obj/shards.dmi'
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icon_state = "shiv"
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inhand_icon_state = "shiv"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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desc = "A makeshift glass shiv."
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force = 8
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throwforce = 12
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attack_verb_continuous = list("shanks", "shivs")
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attack_verb_simple = list("shank", "shiv")
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
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custom_materials = list(/datum/material/glass=400)
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/obj/item/knife/shiv/carrot
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name = "carrot shiv"
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icon_state = "carrotshiv"
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inhand_icon_state = "carrotshiv"
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icon = 'icons/obj/kitchen.dmi'
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desc = "Unlike other carrots, you should probably keep this far away from your eyes."
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custom_materials = null
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/obj/item/knife/shiv/carrot/suicide_act(mob/living/carbon/user)
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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!"))
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return BRUTELOSS
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