Files
Bubberstation/code/game/objects/items/weaponry.dm
IndieanaJones a2e0ab3ff0 Spider Rebalance PR: Burn Baby Burn Edition (#68971)
This is a remake of #66106, with more thought put into the underlying balance. The main goal of this PR is to make fighting spiders more accessible and interesting for the majority of the crew while nerfing the extremely strong and boring option of simply using freezing temps to kill spiders. Also fixes #67765. The changes are as follows:

NEW SPIDER COUNTERS

    Fly swatters now deal 25 damage to spiders on hit, increased from 1
    Pesticide now deals massive stamina damage to spiders and a little bit of physical damage as well (the damage portion not added by this PR)
    Spiders can now be caught on fire through any traditional mean of catching something on fire. Spiders will automatically put themselves out after a time. This was done instead of an active action because AI spiders are also subject to this change as well, and I don't feel like bloating the simple mob AI with putting themselves out

SPIDER CHANGES

NERFS

    Toxin injection has been removed from all spiders except for the hunter, flesh spiders and the viper
    Hunter toxin (used by hunters and flesh spiders) now only brings the afflicted down to 40 health, and will stop taking effect once the afflicted reaches that threshold. Should the afflicted still have the toxin in their system and get healed, the toxin will begin dealing damage again until the afflicted is at 40 health or below again
    Viper toxin now only brings the afflicted down to 10 health, but also has the hallucination effects of Mindbreaker toxin. This hallucination effect is applied regardless of target health. It also no longer generates other harmful chemicals into the afflicted's system, but is much more potent at base
    Flesh spiders cannot regenerate while on fire

BUFFS

    Time it takes for spiders to normalize their temperature cut by half. While they will react faster when in cold or hot environments, when they leave said environments it will take less time to return to normal temperature
    Unsuitable temperature damage reduced to 4 from 8
    You can no longer push spiders by running into them
    Webbing heat damage threshold increased from 300 to 350 (same temp where spiders also take damage)
    Broodmother egg laying time reduced to 12 seconds from 15
    Broodmother web laying time multiplier reduced to 0.5 from 1
    Broodmother health increased to 60 from 40
    Broodmother damage increased to 10 - 15 from 5 -10

BEHIND THE SCENES CHANGES

    You can now make any simple mob able to be caught on fire by setting flammable to true
    How fast a simplemob stops burning is controlled by fire_stack_removal_speed
    Can now now control how fast simplemobs regulate their temperature using temperature_normalization_speed. Before this PR, this value was hard-coded at 10, I have set the default to 5 as 10 was too long in almost any case. This will notably affect slimes, who could easily die to being cold long after being removed from the cold area. I see this as purely beneficial
    Toxins now have a health_required value. The afflicted has to be above this health value in order to take damage from the toxin. Only used in the spider toxins currently
    When I was setting up simplemobs to be flammable, I noticed basic mobs can be glitchily set on fire, so I fixed it to where they can't be set on fire.

Why It's Good For The Game

    Spacing something is very easy, but not very fun or interesting compared to starting and controlling a fire. Swapping spiders' temperature weakness from spacing to fire is beneficial to the fun of fighting them and playing as them, allowing more creativity and resourcefulness on both sides. Ideally, this should allow for atmosians and chemists to use their skills in a fun way.
    Currently, ignoring spacing them, the only people who can reasonably take on spiders is security, since they have lasers which do burn and stuns to slow the spiders down. However, this small subset of players cannot normally destroy a spider infestation without spacing them, so letting fly swatters and pesticide be used to combat spiders allows other crewmembers to fight back, letting them actually enjoy facing spiders as a threat and allowing the crew to defend themselves.
    Being killed by spider toxin after fighting off a horde isn't fun. The changes still make it a threat you have to be aware of, but not one which detracts as much from the combat loop. This also forces spiders to secure the kill themselves, which is more fun than having the toxin do it for you.
    Broodmothers in their current state are incredibly weak by themselves, which is intentional by design. However, the new changes hope to make playing as a broodmother easier and hopefully allow more broodmothers to get the spider infestation started properly. After all, Dynamic is their common source now, and they should be consistently worth the threat cost to spawn them.
    Previously, spider structures would seemingly vanish for no reason if the room was heated to be greater than 300 but less than 350, as the spiders would not be able to tell that it was too hot. Now, if the structures are taking damage, spiders will also be taking damage, so understanding what's going on should be easier now.
    Pushing spiders into a corner by running into them was not a fun tactic to deal with as a spider and didn't make much sense seeing how big the spiders are.

Changelog

cl
add: Spiders can now be caught on fire
add: Spiders take significant damage from fly swatters and stamina damage from pesticide
balance: Spiders have been re-balanced. Their toxins can no longer kill but they are not as susceptible to freezing
balance: General stats of spider broodmothers have been buffed with more health, damage, and faster web and egg placement
balance: Flesh spiders cannot regenerate whilst on fire
balance: Simplemobs change their internal temperature twice as fast
fix: Basic mobs no longer glitchily catch on fire.
/cl
2022-09-02 09:56:54 +12:00

1087 lines
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Plaintext

/obj/item/banhammer
desc = "A banhammer."
name = "banhammer"
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "toyhammer"
slot_flags = ITEM_SLOT_BELT
throwforce = 0
force = 1
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
attack_verb_continuous = list("bans")
attack_verb_simple = list("ban")
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/Initialize(mapload)
. = ..()
AddElement(/datum/element/kneejerk)
/obj/item/banhammer/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is hitting [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to ban [user.p_them()]self from life."))
return (BRUTELOSS|FIRELOSS|TOXLOSS|OXYLOSS)
/*
oranges says: This is a meme relating to the english translation of the ss13 russian wiki page on lurkmore.
mrdoombringer sez: and remember kids, if you try and PR a fix for this item's grammar, you are admitting that you are, indeed, a newfriend.
for further reading, please see: https://github.com/tgstation/tgstation/pull/30173 and https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=%2F%2Flurkmore.to%2FSS13&edit-text=&act=url
*/
/obj/item/banhammer/attack(mob/M, mob/living/user)
if(user.zone_selected == BODY_ZONE_HEAD)
M.visible_message(span_danger("[user] are stroking the head of [M] with a bangammer."), span_userdanger("[user] are stroking your head with a bangammer."), span_hear("You hear a bangammer stroking a head.")) // see above comment
else
M.visible_message(span_danger("[M] has been banned FOR NO REISIN by [user]!"), span_userdanger("You have been banned FOR NO REISIN by [user]!"), span_hear("You hear a banhammer banning someone."))
playsound(loc, 'sound/effects/adminhelp.ogg', 15) //keep it at 15% volume so people don't jump out of their skin too much
if(user.combat_mode)
return ..(M, user)
/obj/item/sord
name = "\improper SORD"
desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
icon_state = "sord"
inhand_icon_state = "sord"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 2
throwforce = 1
w_class = WEIGHT_CLASS_NORMAL
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
/obj/item/sord/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is trying to impale [user.p_them()]self with [src]! It might be a suicide attempt if it weren't so shitty."), \
span_suicide("You try to impale yourself with [src], but it's USELESS..."))
return SHAME
/obj/item/claymore
name = "claymore"
desc = "What are you standing around staring at this for? Get to killing!"
icon_state = "claymore"
inhand_icon_state = "claymore"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = 'sound/weapons/bladeslice.ogg'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 40
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/claymore/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 4 SECONDS, \
effectiveness = 105, \
)
/obj/item/claymore/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is falling on [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return(BRUTELOSS)
//statistically similar to e-cutlasses
/obj/item/claymore/cutlass
name = "cutlass"
desc = "A piratey sword used by buckaneers to \"negotiate\" the transfer of treasure."
icon_state = "cutlass"
inhand_icon_state = "cutlass"
worn_icon_state = "cutlass"
slot_flags = ITEM_SLOT_BACK
force = 30
throwforce = 20
throw_speed = 3
throw_range = 5
armour_penetration = 35
/obj/item/claymore/highlander //ALL COMMENTS MADE REGARDING THIS SWORD MUST BE MADE IN ALL CAPS
desc = "<b><i>THERE CAN BE ONLY ONE, AND IT WILL BE YOU!!!</i></b>\nActivate it in your hand to point to the nearest victim."
flags_1 = CONDUCT_1
item_flags = DROPDEL //WOW BRO YOU LOST AN ARM, GUESS WHAT YOU DONT GET YOUR SWORD ANYMORE //I CANT BELIEVE SPOOKYDONUT WOULD BREAK THE REQUIREMENTS
slot_flags = null
block_chance = 0 //RNG WON'T HELP YOU NOW, PANSY
light_range = 3
attack_verb_continuous = list("brutalizes", "eviscerates", "disembowels", "hacks", "carves", "cleaves") //ONLY THE MOST VISCERAL ATTACK VERBS
attack_verb_simple = list("brutalize", "eviscerate", "disembowel", "hack", "carve", "cleave")
var/notches = 0 //HOW MANY PEOPLE HAVE BEEN SLAIN WITH THIS BLADE
var/obj/item/disk/nuclear/nuke_disk //OUR STORED NUKE DISK
/obj/item/claymore/highlander/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER_TRAIT)
START_PROCESSING(SSobj, src)
/obj/item/claymore/highlander/Destroy()
if(nuke_disk)
nuke_disk.forceMove(get_turf(src))
nuke_disk.visible_message(span_warning("The nuke disk is vulnerable!"))
nuke_disk = null
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/claymore/highlander/process()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
loc.plane = GAME_PLANE_UPPER_FOV_HIDDEN //NO HIDING BEHIND PLANTS FOR YOU, DICKWEED (HA GET IT, BECAUSE WEEDS ARE PLANTS)
ADD_TRAIT(H, TRAIT_NOBLEED, HIGHLANDER_TRAIT) //AND WE WON'T BLEED OUT LIKE COWARDS
else
if(!(flags_1 & ADMIN_SPAWNED_1))
qdel(src)
/obj/item/claymore/highlander/pickup(mob/living/user)
. = ..()
to_chat(user, span_notice("The power of Scotland protects you! You are shielded from all stuns and knockdowns."))
user.add_stun_absorption("highlander", INFINITY, 1, " is protected by the power of Scotland!", "The power of Scotland absorbs the stun!", " is protected by the power of Scotland!")
user.ignore_slowdown(HIGHLANDER)
/obj/item/claymore/highlander/dropped(mob/living/user)
. = ..()
user.unignore_slowdown(HIGHLANDER)
/obj/item/claymore/highlander/examine(mob/user)
. = ..()
. += "It has [!notches ? "nothing" : "[notches] notches"] scratched into the blade."
if(nuke_disk)
. += span_boldwarning("It's holding the nuke disk!")
/obj/item/claymore/highlander/attack(mob/living/target, mob/living/user)
. = ..()
if(!QDELETED(target) && target.stat == DEAD && target.mind && target.mind.special_role == "highlander")
user.fully_heal(admin_revive = FALSE) //STEAL THE LIFE OF OUR FALLEN FOES
add_notch(user)
target.visible_message(span_warning("[target] crumbles to dust beneath [user]'s blows!"), span_userdanger("As you fall, your body crumbles to dust!"))
target.dust()
/obj/item/claymore/highlander/attack_self(mob/living/user)
var/closest_victim
var/closest_distance = 255
for(var/mob/living/carbon/human/scot in GLOB.player_list - user)
if(scot.mind.special_role == "highlander" && (!closest_victim || get_dist(user, closest_victim) < closest_distance))
closest_victim = scot
for(var/mob/living/silicon/robot/siliscot in GLOB.player_list - user)
if(siliscot.mind.special_role == "highlander" && (!closest_victim || get_dist(user, closest_victim) < closest_distance))
closest_victim = siliscot
if(!closest_victim)
to_chat(user, span_warning("[src] thrums for a moment and falls dark. Perhaps there's nobody nearby."))
return
to_chat(user, span_danger("[src] thrums and points to the [dir2text(get_dir(user, closest_victim))]."))
/obj/item/claymore/highlander/IsReflect()
return 1 //YOU THINK YOUR PUNY LASERS CAN STOP ME?
/obj/item/claymore/highlander/proc/add_notch(mob/living/user) //DYNAMIC CLAYMORE PROGRESSION SYSTEM - THIS IS THE FUTURE
notches++
force++
var/new_name = name
switch(notches)
if(1)
to_chat(user, span_notice("Your first kill - hopefully one of many. You scratch a notch into [src]'s blade."))
to_chat(user, span_warning("You feel your fallen foe's soul entering your blade, restoring your wounds!"))
new_name = "notched claymore"
if(2)
to_chat(user, span_notice("Another falls before you. Another soul fuses with your own. Another notch in the blade."))
new_name = "double-notched claymore"
add_atom_colour(rgb(255, 235, 235), ADMIN_COLOUR_PRIORITY)
if(3)
to_chat(user, span_notice("You're beginning to</span> <span class='danger'><b>relish</b> the <b>thrill</b> of <b>battle.</b>"))
new_name = "triple-notched claymore"
add_atom_colour(rgb(255, 215, 215), ADMIN_COLOUR_PRIORITY)
if(4)
to_chat(user, span_notice("You've lost count of</span> <span class='boldannounce'>how many you've killed."))
new_name = "many-notched claymore"
add_atom_colour(rgb(255, 195, 195), ADMIN_COLOUR_PRIORITY)
if(5)
to_chat(user, span_boldannounce("Five voices now echo in your mind, cheering the slaughter."))
new_name = "battle-tested claymore"
add_atom_colour(rgb(255, 175, 175), ADMIN_COLOUR_PRIORITY)
if(6)
to_chat(user, span_boldannounce("Is this what the vikings felt like? Visions of glory fill your head as you slay your sixth foe."))
new_name = "battle-scarred claymore"
add_atom_colour(rgb(255, 155, 155), ADMIN_COLOUR_PRIORITY)
if(7)
to_chat(user, span_boldannounce("Kill. Butcher. <i>Conquer.</i>"))
new_name = "vicious claymore"
add_atom_colour(rgb(255, 135, 135), ADMIN_COLOUR_PRIORITY)
if(8)
to_chat(user, span_userdanger("IT NEVER GETS OLD. THE <i>SCREAMING</i>. THE <i>BLOOD</i> AS IT <i>SPRAYS</i> ACROSS YOUR <i>FACE.</i>"))
new_name = "bloodthirsty claymore"
add_atom_colour(rgb(255, 115, 115), ADMIN_COLOUR_PRIORITY)
if(9)
to_chat(user, span_userdanger("ANOTHER ONE FALLS TO YOUR BLOWS. ANOTHER WEAKLING UNFIT TO LIVE."))
new_name = "gore-stained claymore"
add_atom_colour(rgb(255, 95, 95), ADMIN_COLOUR_PRIORITY)
if(10)
user.visible_message(span_warning("[user]'s eyes light up with a vengeful fire!"), \
span_userdanger("YOU FEEL THE POWER OF VALHALLA FLOWING THROUGH YOU! <i>THERE CAN BE ONLY ONE!!!</i>"))
user.update_icons()
new_name = "GORE-DRENCHED CLAYMORE OF [pick("THE WHIMSICAL SLAUGHTER", "A THOUSAND SLAUGHTERED CATTLE", "GLORY AND VALHALLA", "ANNIHILATION", "OBLITERATION")]"
icon_state = "claymore_gold"
inhand_icon_state = "cultblade"
remove_atom_colour(ADMIN_COLOUR_PRIORITY)
name = new_name
playsound(user, 'sound/items/screwdriver2.ogg', 50, TRUE)
/obj/item/claymore/highlander/robot //BLOODTHIRSTY BORGS NOW COME IN PLAID
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "claymore_cyborg"
var/mob/living/silicon/robot/robot
/obj/item/claymore/highlander/robot/Initialize(mapload)
var/obj/item/robot_model/kiltkit = loc
robot = kiltkit.loc
. = ..()
if(!istype(robot))
return INITIALIZE_HINT_QDEL
/obj/item/claymore/highlander/robot/process()
loc.plane = GAME_PLANE_UPPER_FOV_HIDDEN
/obj/item/katana
name = "katana"
desc = "Woefully underpowered in D20."
icon_state = "katana"
inhand_icon_state = "katana"
worn_icon_state = "katana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 40
throwforce = 10
w_class = WEIGHT_CLASS_HUGE
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/katana/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!"))
return(BRUTELOSS)
/obj/item/katana/cursed //used by wizard events, see the tendril_loot.dm file for the miner one
slot_flags = null
/obj/item/wirerod
name = "wired rod"
desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit."
icon_state = "wiredrod"
inhand_icon_state = "rods"
flags_1 = CONDUCT_1
force = 9
throwforce = 10
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron=1150, /datum/material/glass=75)
attack_verb_continuous = list("hits", "bludgeons", "whacks", "bonks")
attack_verb_simple = list("hit", "bludgeon", "whack", "bonk")
/obj/item/wirerod/Initialize(mapload)
. = ..()
var/static/list/hovering_item_typechecks = list(
/obj/item/shard = list(
SCREENTIP_CONTEXT_LMB = "Craft spear",
),
/obj/item/assembly/igniter = list(
SCREENTIP_CONTEXT_LMB = "Craft stunprod",
),
)
AddElement(/datum/element/contextual_screentip_item_typechecks, hovering_item_typechecks)
/obj/item/wirerod/attackby(obj/item/attacking_item, mob/user, params)
if(istype(attacking_item, /obj/item/shard))
var/datum/crafting_recipe/recipe_to_use = /datum/crafting_recipe/spear
user.balloon_alert(user, "crafting spear...")
if(do_after(user, initial(recipe_to_use.time), src)) // we do initial work here to get the correct timer
var/obj/item/spear/crafted_spear = new /obj/item/spear()
remove_item_from_storage(user)
if (!user.transferItemToLoc(attacking_item, crafted_spear))
return
crafted_spear.CheckParts(list(attacking_item))
qdel(src)
user.put_in_hands(crafted_spear)
user.balloon_alert(user, "crafted spear")
return
if(isigniter(attacking_item) && !(HAS_TRAIT(attacking_item, TRAIT_NODROP)))
var/datum/crafting_recipe/recipe_to_use = /datum/crafting_recipe/stunprod
user.balloon_alert(user, "crafting cattleprod...")
if(do_after(user, initial(recipe_to_use.time), src))
var/obj/item/melee/baton/security/cattleprod/prod = new
remove_item_from_storage(user)
qdel(attacking_item)
qdel(src)
user.put_in_hands(prod)
user.balloon_alert(user, "crafted cattleprod")
return
return ..()
/obj/item/throwing_star
name = "throwing star"
desc = "An ancient weapon still used to this day, due to its ease of lodging itself into its victim's body parts."
icon_state = "throwingstar"
inhand_icon_state = "eshield0"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
force = 2
throwforce = 10 //10 + 2 (WEIGHT_CLASS_SMALL) * 4 (EMBEDDED_IMPACT_PAIN_MULTIPLIER) = 18 damage on hit due to guaranteed embedding
throw_speed = 4
embedding = list("pain_mult" = 4, "embed_chance" = 100, "fall_chance" = 0)
armour_penetration = 40
w_class = WEIGHT_CLASS_SMALL
sharpness = SHARP_POINTY
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
resistance_flags = FIRE_PROOF
/obj/item/throwing_star/stamina
name = "shock throwing star"
desc = "An aerodynamic disc designed to cause excruciating pain when stuck inside fleeing targets, hopefully without causing fatal harm."
throwforce = 5
embedding = list("pain_chance" = 5, "embed_chance" = 100, "fall_chance" = 0, "jostle_chance" = 10, "pain_stam_pct" = 0.8, "jostle_pain_mult" = 3)
/obj/item/throwing_star/toy
name = "toy throwing star"
desc = "An aerodynamic disc strapped with adhesive for sticking to people, good for playing pranks and getting yourself killed by security."
sharpness = NONE
force = 0
throwforce = 0
embedding = list("pain_mult" = 0, "jostle_pain_mult" = 0, "embed_chance" = 100, "fall_chance" = 0)
/obj/item/switchblade
name = "switchblade"
icon_state = "switchblade"
base_icon_state = "switchblade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "A sharp, concealable, spring-loaded knife."
flags_1 = CONDUCT_1
force = 3
w_class = WEIGHT_CLASS_SMALL
throwforce = 5
throw_speed = 3
throw_range = 6
custom_materials = list(/datum/material/iron=12000)
hitsound = 'sound/weapons/genhit.ogg'
attack_verb_continuous = list("stubs", "pokes")
attack_verb_simple = list("stub", "poke")
resistance_flags = FIRE_PROOF
/// Whether the switchblade starts extended or not.
var/start_extended = FALSE
/obj/item/switchblade/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_HANDS)
AddComponent(/datum/component/butchering, \
speed = 7 SECONDS, \
effectiveness = 100, \
)
AddComponent(/datum/component/transforming, \
start_transformed = start_extended, \
force_on = 20, \
throwforce_on = 23, \
throw_speed_on = throw_speed, \
sharpness_on = SHARP_EDGED, \
hitsound_on = 'sound/weapons/bladeslice.ogg', \
w_class_on = WEIGHT_CLASS_NORMAL, \
attack_verb_continuous_on = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts"), \
attack_verb_simple_on = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut"))
/obj/item/switchblade/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is slitting [user.p_their()] own throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return (BRUTELOSS)
/obj/item/switchblade/extended
start_extended = TRUE
/obj/item/phone
name = "red phone"
desc = "Should anything ever go wrong..."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "red_phone"
force = 3
throwforce = 2
throw_speed = 3
throw_range = 4
w_class = WEIGHT_CLASS_SMALL
attack_verb_continuous = list("calls", "rings")
attack_verb_simple = list("call", "ring")
hitsound = 'sound/weapons/ring.ogg'
/obj/item/phone/suicide_act(mob/user)
if(locate(/obj/structure/chair/stool) in user.loc)
user.visible_message(span_suicide("[user] begins to tie a noose with [src]'s cord! It looks like [user.p_theyre()] trying to commit suicide!"))
else
user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]'s cord! It looks like [user.p_theyre()] trying to commit suicide!"))
return(OXYLOSS)
/obj/item/cane
name = "cane"
desc = "A cane used by a true gentleman. Or a clown."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "cane"
inhand_icon_state = "stick"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=50)
attack_verb_continuous = list("bludgeons", "whacks", "disciplines", "thrashes")
attack_verb_simple = list("bludgeon", "whack", "discipline", "thrash")
/obj/item/cane/white
name = "white cane"
desc = "A cane traditionally used by the blind to help them see. Folds down to be easier to transport."
icon_state = "cane_white"
inhand_icon_state = null
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 1
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron = 600)
/obj/item/cane/white/Initialize(mapload)
. = ..()
AddComponent(/datum/component/transforming, \
force_on = 7, \
hitsound_on = hitsound, \
w_class_on = WEIGHT_CLASS_BULKY, \
clumsy_check = FALSE, \
attack_verb_continuous_on = list("smacks", "strikes", "cracks", "beats"), \
attack_verb_simple_on = list("smack", "strike", "crack", "beat"))
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
ADD_TRAIT(src, TRAIT_BLIND_TOOL, ITEM_BLIND_TRAIT)
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Gives feedback to the user and makes it show up inhand.
*/
/obj/item/cane/white/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
balloon_alert(user, active ? "extended" : "collapsed")
playsound(user ? user : src, 'sound/weapons/batonextend.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/staff
name = "wizard staff"
desc = "Apparently a staff used by the wizard."
icon = 'icons/obj/wizard.dmi'
icon_state = "staff"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
force = 3
throwforce = 5
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armour_penetration = 100
attack_verb_continuous = list("bludgeons", "whacks", "disciplines")
attack_verb_simple = list("bludgeon", "whack", "discipline")
resistance_flags = FLAMMABLE
/obj/item/staff/broom
name = "broom"
desc = "Used for sweeping, and flying into the night while cackling. Black cat not included."
icon = 'icons/obj/wizard.dmi'
icon_state = "broom"
resistance_flags = FLAMMABLE
/obj/item/staff/stick
name = "stick"
desc = "A great tool to drag someone else's drinks across the bar."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "cane"
inhand_icon_state = "stick"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 3
throwforce = 5
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
/obj/item/ectoplasm
name = "ectoplasm"
desc = "Spooky."
gender = PLURAL
icon = 'icons/obj/wizard.dmi'
icon_state = "ectoplasm"
/obj/item/ectoplasm/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is inhaling [src]! It looks like [user.p_theyre()] trying to visit the astral plane!"))
return (OXYLOSS)
/obj/item/ectoplasm/angelic
icon = 'icons/obj/wizard.dmi'
icon_state = "angelplasm"
/obj/item/ectoplasm/mystic
icon_state = "mysticplasm"
/obj/item/mounted_chainsaw
name = "mounted chainsaw"
desc = "A chainsaw that has replaced your arm."
icon_state = "chainsaw_on"
inhand_icon_state = "mounted_chainsaw"
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
force = 24
throwforce = 0
throw_range = 0
throw_speed = 0
sharpness = SHARP_EDGED
attack_verb_continuous = list("saws", "tears", "lacerates", "cuts", "chops", "dices")
attack_verb_simple = list("saw", "tear", "lacerate", "cut", "chop", "dice")
hitsound = 'sound/weapons/chainsawhit.ogg'
tool_behaviour = TOOL_SAW
toolspeed = 1
/obj/item/mounted_chainsaw/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
/obj/item/mounted_chainsaw/Destroy()
var/obj/item/bodypart/part
new /obj/item/chainsaw(get_turf(src))
if(iscarbon(loc))
var/mob/living/carbon/holder = loc
var/index = holder.get_held_index_of_item(src)
if(index)
part = holder.hand_bodyparts[index]
. = ..()
if(part)
part.drop_limb()
/obj/item/statuebust
name = "bust"
desc = "A priceless ancient marble bust, the kind that belongs in a museum." //or you can hit people with it
icon = 'icons/obj/art/statue.dmi'
icon_state = "bust"
force = 15
throwforce = 10
throw_speed = 5
throw_range = 2
attack_verb_continuous = list("busts")
attack_verb_simple = list("bust")
var/impressiveness = 45
/obj/item/statuebust/Initialize(mapload)
. = ..()
AddElement(/datum/element/art, impressiveness)
AddElement(/datum/element/beauty, 1000)
/obj/item/statuebust/hippocratic
name = "hippocrates bust"
desc = "A bust of the famous Greek physician Hippocrates of Kos, often referred to as the father of western medicine."
icon_state = "hippocratic"
impressiveness = 50
/obj/item/tailclub
name = "tail club"
desc = "For the beating to death of lizards with their own tails."
icon_state = "tailclub"
force = 14
throwforce = 1 // why are you throwing a club do you even weapon
throw_speed = 1
throw_range = 1
attack_verb_continuous = list("clubs", "bludgeons")
attack_verb_simple = list("club", "bludgeon")
/obj/item/melee/chainofcommand/tailwhip
name = "liz o' nine tails"
desc = "A whip fashioned from the severed tails of lizards."
icon_state = "tailwhip"
inhand_icon_state = "tailwhip"
item_flags = NONE
/obj/item/melee/chainofcommand/tailwhip/kitty
name = "cat o' nine tails"
desc = "A whip fashioned from the severed tails of cats."
icon_state = "catwhip"
inhand_icon_state = "catwhip"
/obj/item/melee/skateboard
name = "skateboard"
desc = "A skateboard. It can be placed on its wheels and ridden, or used as a radical weapon."
icon_state = "skateboard"
inhand_icon_state = "skateboard"
force = 12
throwforce = 4
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("smacks", "whacks", "slams", "smashes")
attack_verb_simple = list("smack", "whack", "slam", "smash")
///The vehicle counterpart for the board
var/board_item_type = /obj/vehicle/ridden/scooter/skateboard
/obj/item/melee/skateboard/attack_self(mob/user)
var/obj/vehicle/ridden/scooter/skateboard/S = new board_item_type(get_turf(user))//this probably has fucky interactions with telekinesis but for the record it wasn't my fault
S.buckle_mob(user)
qdel(src)
/obj/item/melee/skateboard/improvised
name = "improvised skateboard"
desc = "A jury-rigged skateboard. It can be placed on its wheels and ridden, or used as a radical weapon."
board_item_type = /obj/vehicle/ridden/scooter/skateboard/improvised
/obj/item/melee/skateboard/pro
name = "skateboard"
desc = "An EightO brand professional skateboard. It looks sturdy and well made."
icon_state = "skateboard2"
inhand_icon_state = "skateboard2"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/pro
custom_premium_price = PAYCHECK_COMMAND * 5
/obj/item/melee/skateboard/hoverboard
name = "hoverboard"
desc = "A blast from the past, so retro!"
icon_state = "hoverboard_red"
inhand_icon_state = "hoverboard_red"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/hoverboard
custom_premium_price = PAYCHECK_COMMAND * 5.4 //If I can't make it a meme I'll make it RAD
/obj/item/melee/skateboard/hoverboard/admin
name = "Board Of Directors"
desc = "The engineering complexity of a spaceship concentrated inside of a board. Just as expensive, too."
icon_state = "hoverboard_nt"
inhand_icon_state = "hoverboard_nt"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/hoverboard/admin
/obj/item/melee/baseball_bat
name = "baseball bat"
desc = "There ain't a skull in the league that can withstand a swatter."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "baseball_bat"
inhand_icon_state = "baseball_bat"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 12
wound_bonus = -10
throwforce = 12
demolition_mod = 1.25
attack_verb_continuous = list("beats", "smacks")
attack_verb_simple = list("beat", "smack")
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 3.5)
w_class = WEIGHT_CLASS_HUGE
/// Are we able to do a homerun?
var/homerun_able = FALSE
/// Are we ready to do a homerun?
var/homerun_ready = FALSE
/// Can we launch mobs thrown at us away?
var/mob_thrower = FALSE
/// List of all thrown datums we sent.
var/list/thrown_datums = list()
/obj/item/melee/baseball_bat/Initialize(mapload)
. = ..()
if(prob(1))
name = "cricket bat"
icon_state = "baseball_bat_brit"
inhand_icon_state = "baseball_bat_brit"
desc = pick("You've got red on you.", "You gotta know what a crumpet is to understand cricket.")
AddElement(/datum/element/kneecapping)
/obj/item/melee/baseball_bat/attack_self(mob/user)
if(!homerun_able)
return ..()
if(homerun_ready)
to_chat(user, span_warning("You're already ready to do a home run!"))
return ..()
to_chat(user, span_warning("You begin gathering strength..."))
playsound(get_turf(src), 'sound/magic/lightning_chargeup.ogg', 65, TRUE)
if(do_after(user, 9 SECONDS, target = src))
to_chat(user, span_userdanger("You gather power! Time for a home run!"))
homerun_ready = TRUE
return ..()
/obj/item/melee/baseball_bat/attack(mob/living/target, mob/living/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_PACIFISM))
return
// we obtain the relative direction from the bat itself to the target
var/relative_direction = get_cardinal_dir(src, target)
var/atom/throw_target = get_edge_target_turf(target, relative_direction)
if(homerun_ready)
user.visible_message(span_userdanger("It's a home run!"))
target.throw_at(throw_target, rand(8,10), 14, user)
SSexplosions.medturf += throw_target
playsound(get_turf(src), 'sound/weapons/homerun.ogg', 100, TRUE)
homerun_ready = FALSE
return
else if(!target.anchored)
var/whack_speed = (prob(60) ? 1 : 4)
target.throw_at(throw_target, rand(1, 2), whack_speed, user, gentle = TRUE) // sorry friends, 7 speed batting caused wounds to absolutely delete whoever you knocked your target into (and said target)
/obj/item/melee/baseball_bat/Destroy(force)
for(var/target in thrown_datums)
var/datum/thrownthing/throw_datum = thrown_datums[target]
throw_datum.callback.Invoke()
thrown_datums.Cut()
return ..()
/obj/item/melee/baseball_bat/pre_attack(atom/movable/target, mob/living/user, params)
var/turf/target_turf = get_turf(target)
if(!target_turf)
return ..()
for(var/atom/movable/atom as anything in target_turf)
if(!try_launch(atom, user))
continue
return TRUE
return ..()
/obj/item/melee/baseball_bat/proc/try_launch(atom/movable/target, mob/living/user)
if(!target.throwing || (ismob(target) && !mob_thrower))
return FALSE
var/datum/thrownthing/throw_datum = target.throwing
var/datum_throw_speed = throw_datum.speed
var/angle = 0
var/target_to_user = get_dir(target, user)
if(target.dir & turn(target_to_user, 90))
angle = 270
if(target.dir & turn(target_to_user, 270))
angle = 90
if(target.dir & turn(target_to_user, 180))
angle = 180
if(target.dir & target_to_user)
angle = 360
var/turf/return_to_sender = get_ranged_target_turf_direct(user, throw_datum.starting_turf, round(target.throw_range * 1.5, 1), offset = angle + (rand(-1, 1) * 10))
throw_datum.finalize(hit = FALSE)
target.mouse_opacity = MOUSE_OPACITY_TRANSPARENT //dont mess with our ball
target.color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,3) //make them super light
animate(target, 0.5 SECONDS, color = null, flags = ANIMATION_PARALLEL)
user.color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,3)
animate(user, 0.5 SECONDS, color = null, flags = ANIMATION_PARALLEL)
playsound(src, 'sound/items/baseballhit.ogg', 100, TRUE)
user.do_attack_animation(target, used_item = src)
ADD_TRAIT(user, TRAIT_IMMOBILIZED, type)
addtimer(CALLBACK(src, .proc/launch_back, target, user, return_to_sender, datum_throw_speed), 0.5 SECONDS)
return TRUE
/obj/item/melee/baseball_bat/proc/launch_back(atom/movable/target, mob/living/user, turf/target_turf, datum_throw_speed)
playsound(target, 'sound/magic/tail_swing.ogg', 50, TRUE)
REMOVE_TRAIT(user, TRAIT_IMMOBILIZED, type)
target.mouse_opacity = initial(target.mouse_opacity)
target.add_filter("baseball_launch", 3, motion_blur_filter(1, 3))
target.throwforce *= 2
target.throw_at(target_turf, get_dist(target, target_turf), datum_throw_speed + 1, user, callback = CALLBACK(src, .proc/on_hit, target))
thrown_datums[target] = target.throwing
/obj/item/melee/baseball_bat/proc/on_hit(atom/movable/target)
target.remove_filter("baseball_launch")
target.throwforce *= 0.5
thrown_datums -= target
/obj/item/melee/baseball_bat/homerun
name = "home run bat"
desc = "This thing looks dangerous... Dangerously good at baseball, that is."
icon_state = "baseball_bat_home"
inhand_icon_state = "baseball_bat_home"
homerun_able = TRUE
mob_thrower = TRUE
/obj/item/melee/baseball_bat/ablative
name = "metal baseball bat"
desc = "This bat is made of highly reflective, highly armored material."
icon_state = "baseball_bat_metal"
inhand_icon_state = "baseball_bat_metal"
force = 12
throwforce = 15
mob_thrower = TRUE
/obj/item/melee/baseball_bat/ablative/IsReflect()//some day this will reflect thrown items instead of lasers
playsound(src, pick('sound/weapons/effects/batreflect1.ogg', 'sound/weapons/effects/batreflect2.ogg'), 50, TRUE)
return TRUE
/obj/item/melee/flyswatter
name = "flyswatter"
desc = "Useful for killing pests of all sizes."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "flyswatter"
inhand_icon_state = "flyswatter"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 1
throwforce = 1
attack_verb_continuous = list("swats", "smacks")
attack_verb_simple = list("swat", "smack")
hitsound = 'sound/effects/snap.ogg'
w_class = WEIGHT_CLASS_SMALL
/// Things in this list will be instantly splatted. Flyman weakness is handled in the flyman species weakness proc.
var/list/splattable
/// Things in this list which take a lot more damage from the fly swatter, but not be necessarily killed by it.
var/list/strong_against
/// How much extra damage the fly swatter does against mobs it is strong against
var/extra_strength_damage = 24
/obj/item/melee/flyswatter/Initialize(mapload)
. = ..()
splattable = typecacheof(list(
/mob/living/simple_animal/hostile/bee,
/mob/living/simple_animal/butterfly,
/mob/living/basic/cockroach,
/obj/item/queen_bee,
/obj/structure/spider/spiderling,
/mob/living/simple_animal/hostile/ant,
/obj/effect/decal/cleanable/ants,
))
strong_against = typecacheof(list(
/mob/living/simple_animal/hostile/giant_spider,
))
/obj/item/melee/flyswatter/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!proximity_flag || HAS_TRAIT(user, TRAIT_PACIFISM))
return
if(is_type_in_typecache(target, splattable))
new /obj/effect/decal/cleanable/insectguts(target.drop_location())
to_chat(user, span_warning("You easily splat [target]."))
if(isliving(target))
var/mob/living/bug = target
bug.gib()
else
qdel(target)
return
if(is_type_in_typecache(target, strong_against) && isliving(target))
var/mob/living/living_target = target
living_target.adjustBruteLoss(extra_strength_damage)
/obj/item/proc/can_trigger_gun(mob/living/user)
if(!user.can_use_guns(src))
return FALSE
return TRUE
/obj/item/extendohand
name = "extendo-hand"
desc = "Futuristic tech has allowed these classic spring-boxing toys to essentially act as a fully functional hand-operated hand prosthetic."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "extendohand"
inhand_icon_state = "extendohand"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 0
throwforce = 5
reach = 2
var/min_reach = 2
/obj/item/extendohand/acme
name = "\improper ACME Extendo-Hand"
desc = "A novelty extendo-hand produced by the ACME corporation. Originally designed to knock out roadrunners."
/obj/item/extendohand/attack(atom/M, mob/living/carbon/human/user, params)
var/dist = get_dist(M, user)
if(dist < min_reach)
to_chat(user, span_warning("[M] is too close to use [src] on."))
return
var/list/modifiers = params2list(params)
M.attack_hand(user, modifiers)
/obj/item/gohei
name = "gohei"
desc = "A wooden stick with white streamers at the end. Originally used by shrine maidens to purify things. Now used by the station's valued weeaboos."
force = 5
throwforce = 5
hitsound = SFX_SWING_HIT
attack_verb_continuous = list("whacks", "thwacks", "wallops", "socks")
attack_verb_simple = list("whack", "thwack", "wallop", "sock")
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "gohei"
inhand_icon_state = "gohei"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
/obj/item/melee/moonlight_greatsword
name = "moonlight greatsword"
desc = "Don't tell anyone you put any points into dex, though."
icon_state = "swordon"
inhand_icon_state = "swordon"
worn_icon_state = "swordon"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK|ITEM_SLOT_BELT
block_chance = 20
sharpness = SHARP_EDGED
force = 14
throwforce = 12
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
//High Frequency Blade
/obj/item/highfrequencyblade
name = "high frequency blade"
desc = "A sword reinforced by a powerful alternating current and resonating at extremely high vibration frequencies. \
This oscillation weakens the molecular bonds of anything it cuts, thereby increasing its cutting ability."
icon_state = "hfrequency0"
worn_icon_state = "hfrequency0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 10
wound_bonus = 25
bare_wound_bonus = 50
throwforce = 25
throw_speed = 4
embedding = list("embed_chance" = 100)
block_chance = 25
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
/// The color of the slash we create
var/slash_color = COLOR_BLUE
/// Previous x position of where we clicked on the target's icon
var/previous_x
/// Previous y position of where we clicked on the target's icon
var/previous_y
/// The previous target we attacked
var/datum/weakref/previous_target
/obj/item/highfrequencyblade/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, \
wield_callback = CALLBACK(src, .proc/on_wield), \
unwield_callback = CALLBACK(src, .proc/on_unwield), \
)
AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_HANDS)
/obj/item/highfrequencyblade/update_icon_state()
icon_state = "hfrequency[HAS_TRAIT(src, TRAIT_WIELDED)]"
return ..()
/obj/item/highfrequencyblade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
if(HAS_TRAIT(src, TRAIT_WIELDED) || prob(final_block_chance))
owner.visible_message(span_danger("[owner] deflects [attack_text] with [src]!"))
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
return TRUE
return FALSE
if(prob(final_block_chance * (HAS_TRAIT(src, TRAIT_WIELDED) ? 2 : 1)))
owner.visible_message(span_danger("[owner] parries [attack_text] with [src]!"))
return TRUE
/obj/item/highfrequencyblade/attack(mob/living/target, mob/living/user, params)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return ..()
slash(target, user, params)
/obj/item/highfrequencyblade/attack_atom(atom/target, mob/living/user, params)
if(HAS_TRAIT(src, TRAIT_WIELDED))
return
return ..()
/obj/item/highfrequencyblade/afterattack(atom/target, mob/user, proximity_flag, params)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return ..()
if(!proximity_flag || !(isclosedturf(target) || isitem(target) || ismachinery(target) || isstructure(target) || isvehicle(target)))
return
slash(target, user, params)
/// triggered on wield of two handed item
/obj/item/highfrequencyblade/proc/on_wield(obj/item/source, mob/user)
update_icon(UPDATE_ICON_STATE)
/// triggered on unwield of two handed item
/obj/item/highfrequencyblade/proc/on_unwield(obj/item/source, mob/user)
update_icon(UPDATE_ICON_STATE)
/obj/item/highfrequencyblade/proc/slash(atom/target, mob/living/user, params)
user.changeNext_move(0.1 SECONDS)
user.do_attack_animation(target, "nothing")
var/list/modifiers = params2list(params)
var/damage_mod = 1
var/x_slashed = text2num(modifiers[ICON_X]) || world.icon_size/2 //in case we arent called by a client
var/y_slashed = text2num(modifiers[ICON_Y]) || world.icon_size/2 //in case we arent called by a client
new /obj/effect/temp_visual/slash(get_turf(target), target, x_slashed, y_slashed, slash_color)
if(target == previous_target?.resolve()) //if the same target, we calculate a damage multiplier if you swing your mouse around
var/x_mod = previous_x - x_slashed
var/y_mod = previous_y - y_slashed
damage_mod = max(1, round((sqrt(x_mod ** 2 + y_mod ** 2) / 10), 0.1))
previous_target = WEAKREF(target)
previous_x = x_slashed
previous_y = y_slashed
playsound(src, 'sound/weapons/bladeslice.ogg', 100, vary = TRUE)
playsound(src, 'sound/weapons/zapbang.ogg', 50, vary = TRUE)
if(isliving(target))
var/mob/living/living_target = target
living_target.apply_damage(force*damage_mod, BRUTE, sharpness = SHARP_EDGED, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, def_zone = user.zone_selected)
log_combat(user, living_target, "slashed", src)
if(living_target.stat == DEAD && prob(force*damage_mod*0.5))
living_target.visible_message(span_danger("[living_target] explodes in a shower of gore!"), blind_message = span_hear("You hear organic matter ripping and tearing!"))
living_target.gib()
log_combat(user, living_target, "gibbed", src)
else if(target.uses_integrity)
target.take_damage(force*damage_mod*3, BRUTE, MELEE, FALSE, null, 50)
else if(iswallturf(target) && prob(force*damage_mod*0.5))
var/turf/closed/wall/wall_target = target
wall_target.dismantle_wall()
else if(ismineralturf(target) && prob(force*damage_mod))
var/turf/closed/mineral/mineral_target = target
mineral_target.gets_drilled()
/obj/effect/temp_visual/slash
icon_state = "highfreq_slash"
alpha = 150
duration = 0.5 SECONDS
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
/obj/effect/temp_visual/slash/Initialize(mapload, atom/target, x_slashed, y_slashed, slash_color)
. = ..()
if(!target)
return
var/matrix/new_transform = matrix()
new_transform.Turn(rand(1, 360)) // Random slash angle
var/datum/decompose_matrix/decomp = target.transform.decompose()
new_transform.Translate((x_slashed - world.icon_size/2) * decomp.scale_x, (y_slashed - world.icon_size/2) * decomp.scale_y) // Move to where we clicked
//Follow target's transform while ignoring scaling
new_transform.Turn(decomp.rotation)
new_transform.Translate(decomp.shift_x, decomp.shift_y)
new_transform.Translate(target.pixel_x, target.pixel_y) // Follow target's pixel offsets
transform = new_transform
//Double the scale of the matrix by doubling the 2x2 part without touching the translation part
var/matrix/scaled_transform = new_transform + matrix(new_transform.a, new_transform.b, 0, new_transform.d, new_transform.e, 0)
animate(src, duration*0.5, color = slash_color, transform = scaled_transform, alpha = 255)
/obj/item/highfrequencyblade/wizard
desc = "A blade that was mastercrafted by a legendary blacksmith. Its' enchantments let it slash through anything."
force = 8
throwforce = 20
wound_bonus = 20
bare_wound_bonus = 25
/obj/item/highfrequencyblade/wizard/attack_self(mob/user, modifiers)
if(!IS_WIZARD(user))
balloon_alert(user, "you're too weak!")
return
return ..()