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## About The Pull Request Serrated bone shovels can be created with any kind of shovel now, not just a spade (???) Serrated bone shovels can be used in place of circular saw in most surgeries. Added a duller (still deadly) variant of the serrated bone shovel as coroner mail. Autopsy scanners now act as advanced health analyzers on dead and seemingly-dead people. Increased the force, throwforce, and wound bonus of inert ritual knives and scythes. Coroner gloves can quickly apply medicine like nitrile gloves. ## Why It's Good For The Game > Serrated bone shovels can be created with any kind of shovel now, not just a spade (???) Weird ass bug. > Serrated bone shovels can be used in place of circular saw in most surgeries. It's serrated, it's cool, it's rare, it has a fast toolspeed. > Added a duller (still deadly) variant of the serrated bone shovel as coroner mail. Very thematic for the coroner, should probably also be a heirloom item but whatevs. Weaker so there's still a reason to seek out the OG. > Autopsy scanners now act as advanced health analyzers on dead and seemingly-dead people. Scanning corpses is pretty important during surgery - it tells you how much blood they have, organ damage, diseases... these things don't appear in the surgical computer readout, which means the coroner has to go out of his cave to pick up a boring light blue meatbag wound scanner. This also incentivizes coroners to do their job by giving them something cool that only works on dead bodies. > Increased the force, throwforce, and wound bonus of inert ritual knives and scythes. These two options in the MortiDrobe are pretty frickin' badass, especially with how SICK the Coroner looks with them, double especially in combat.  However, there's the large issue that as actual weapons they're really, really weak. Not enough damage, when I use them in combat I both feel badass but also get a nagging feeling in the back of my mind that I'm intentionally gimping myself, and with only 10 damage I can *really* feel it. I find it unfair that these are objectively worse than a welding tool or even a Butcher's Cleaver when they're a lot more involved to find, and scarce besides. These arguments apply equally to the Wizard's ritual knife, and the scythe. Additionally on the scythe, the crew really needs more good ghetto weaponry that isn't the boring same ol' of baseball bats, spears, cleavers... and making scythes useful is a great way to help bridge that gap. They deal a satisfying amount of damage now, with the clear downside, of course, being that they're bulky and hard to lug around. > Coroner gloves can quickly apply medicine like nitrile gloves. 'Fast medicine' doesn't just cover sutures, it also covers medical gel. Specifically, sterilizer gel. I find it annoying that the Coroner is encouraged to give up his drip for the boring life-saver nitrile gloves, because the difference in applying time really does make a difference - it makes gel applying go from annoying to smooth, which is important considering the whole purpose of sterilizer gel is to make surgeries go faster. The Coroner has surgery and thus medical locker access to begin with, so this isn't a balance problem, (and nitrile gloves are found by the dozen anyways) especially with how rare the coroner gloves are. ## Changelog 🆑 fix: Serrated bone shovels can be created with any kind of shovel now, not just a spade (???) add: Serrated bone shovels can be used in place of circular saw in most surgeries. add: Added a duller (still deadly) variant of the serrated bone shovel as coroner mail. add: Autopsy scanners now act as advanced health analyzers on dead and seemingly-dead people. add: Increased the force, throwforce, and wound bonus of inert ritual knives and scythes. add: Coroner gloves can quickly apply medicine like nitrile gloves. /🆑
257 lines
8.5 KiB
Plaintext
257 lines
8.5 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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demolition_mod = 0.75
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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 = SHEET_MATERIAL_AMOUNT * 6)
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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_type = /datum/armor/item_knife
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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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/datum/armor/item_knife
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fire = 50
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acid = 50
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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, \
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speed = 8 SECONDS - force, \
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effectiveness = 100, \
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bonus_modifier = force - 10, \
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)
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//bonus chance increases depending on force
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/obj/item/knife/suicide_act(mob/living/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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/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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item_flags = CRUEL_IMPLEMENT //maybe they want to use it in surgery
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force = 15
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throwforce = 15
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wound_bonus = 20
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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 = SHEET_MATERIAL_AMOUNT * 6)
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attack_verb_continuous = list("slices", "dices", "chops", "cubes", "minces", "juliennes", "chiffonades", "batonnets")
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attack_verb_simple = list("slice", "dice", "chop", "cube", "mince", "julienne", "chiffonade", "batonnet")
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w_class = WEIGHT_CLASS_NORMAL
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custom_price = PAYCHECK_CREW * 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, \
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speed = 8 SECONDS - force, \
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effectiveness = 100, \
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bonus_modifier = force + 10, \
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)
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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/bone/Initialize(mapload)
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flags_1 &= ~CONDUCT_1
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return ..()
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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_type = /datum/armor/none
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custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 4)
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/obj/item/knife/shiv/Initialize(mapload)
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flags_1 &= ~CONDUCT_1
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return ..()
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/obj/item/knife/shiv/plasma
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name = "plasma shiv"
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icon_state = "plasmashiv"
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inhand_icon_state = "plasmashiv"
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desc = "A makeshift plasma glass shiv."
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force = 9
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throwforce = 13
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armor_type = /datum/armor/shiv_plasma
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT *4, /datum/material/plasma=SMALL_MATERIAL_AMOUNT * 2)
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/datum/armor/shiv_plasma
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melee = 25
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bullet = 25
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laser = 25
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energy = 25
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bomb = 25
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fire = 50
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acid = 50
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/obj/item/knife/shiv/titanium
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name = "titanium shiv"
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icon_state = "titaniumshiv"
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inhand_icon_state = "titaniumshiv"
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desc = "A makeshift titanium-infused glass shiv."
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throwforce = 14
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throw_range = 7
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wound_bonus = 10
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armor_type = /datum/armor/shiv_titanium
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4, /datum/material/titanium=SMALL_MATERIAL_AMOUNT * 2)
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/datum/armor/shiv_titanium
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melee = 25
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bullet = 25
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laser = 25
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energy = 25
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bomb = 25
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fire = 50
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acid = 50
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/obj/item/knife/shiv/plastitanium
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name = "plastitanium shiv"
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icon_state = "plastitaniumshiv"
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inhand_icon_state = "plastitaniumshiv"
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desc = "A makeshift titanium-infused plasma glass shiv."
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force = 10
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throwforce = 15
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throw_speed = 4
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throw_range = 8
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wound_bonus = 10
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bare_wound_bonus = 20
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armor_type = /datum/armor/shiv_plastitanium
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custom_materials = list(/datum/material/glass= SMALL_MATERIAL_AMOUNT * 4, /datum/material/alloy/plastitanium= SMALL_MATERIAL_AMOUNT * 2)
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/datum/armor/shiv_plastitanium
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melee = 50
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bullet = 50
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laser = 50
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energy = 50
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bomb = 50
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fire = 75
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acid = 75
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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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