/* * *Sledgehammer *Mjollnir * */ /obj/item/material/twohanded/sledgehammer // a SLEGDGEHAMMER icon_state = "sledgehammer0" base_icon = "sledgehammer" name = "sledgehammer" desc = "A long, heavy hammer meant to be used with both hands. Typically used for breaking rocks and driving posts, it can also be used for breaking bones or driving points home." description_info = "This weapon can cleave, striking nearby lesser, hostile enemies close to the primary target. It must be held in both hands to do this." unwielded_force_divisor = 0.25 force = 25 force_divisor = 0.9 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor hitsound = 'sound/weapons/heavysmash.ogg' icon = 'icons/obj/hammer_sprites_ch.dmi' w_class = ITEMSIZE_HUGE slowdown = 1.5 dulled_divisor = 0.95 //Still metal on a stick sharp = 0 edge = 0 force_wielded = 23 //A fair bit less than the fireaxe. attack_verb = list("attacked", "smashed", "crushed", "wacked", "pounded") applies_material_colour = 0 item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_material_ch.dmi', slot_r_hand_str = 'icons/mob/items/righthand_material_ch.dmi', ) /obj/item/material/twohanded/sledgehammer/update_held_icon() var/mob/living/M = loc if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full()) wielded = 1 pry = 1 force = force_wielded name = "[base_name] (wielded)" update_icon() else wielded = 0 pry = 0 force = force_unwielded name = "[base_name]" update_icon() ..() /obj/item/material/twohanded/sledgehammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity) if(!proximity) return ..() if(A && wielded) if(istype(A,/obj/structure/window)) var/obj/structure/window/W = A W.shatter() else if(istype(A,/obj/structure/grille)) qdel(A) else if(istype(A,/obj/effect/plant)) var/obj/effect/plant/P = A P.die_off() // This cannot go into afterattack since some mobs delete themselves upon dying. /obj/item/material/twohanded/sledgehammer/pre_attack(mob/living/target, mob/living/user) if(istype(target)) cleave(user, target) /obj/item/material/twohanded/sledgehammer/mjollnir icon_state = "mjollnir0" base_icon = "mjollnir" name = "Mjollnir" desc = "A long, heavy hammer. This weapons crackles with barely contained energy." force_divisor = 2 hitsound = 'sound/effects/lightningbolt.ogg' force = 50 throwforce = 15 force_wielded = 75 slowdown = 0 /obj/item/material/twohanded/sledgehammer/mjollnir/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity) ..() if(proximity && wielded && isliving(A)) var/mob/living/target = A if(prob(10)) target.electrocute_act(500, src, def_zone = BP_TORSO) return if(prob(10)) target.dust() return else target.stun_effect_act(10 , 50, BP_TORSO, src) target.take_organ_damage(10) target.Paralyse(20) playsound(src.loc, "sparks", 50, 1) return /obj/item/material/twohanded/sledgehammer/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons. icon_state = "mjollnir[wielded]" return