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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
102 lines
3.4 KiB
Plaintext
102 lines
3.4 KiB
Plaintext
/obj/item/weapon/material/harpoon
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name = "harpoon"
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sharp = 1
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edge = 0
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desc = "Tharr she blows!"
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icon_state = "harpoon"
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item_state = "harpoon"
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force_divisor = 0.3 // 18 with hardness 60 (steel)
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attack_verb = list("jabbed","stabbed","ripped")
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/obj/item/weapon/material/knuckledusters
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name = "knuckle dusters"
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desc = "A pair of brass knuckles. Generally used to enhance the user's punches."
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icon_state = "knuckledusters"
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gender = PLURAL
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w_class = ITEMSIZE_SMALL
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force_divisor = 0.63
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attack_verb = list("punched", "beaten", "struck")
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applies_material_colour = 0
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/obj/item/weapon/material/hatchet
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name = "hatchet"
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desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "hatchet"
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force_divisor = 0.2 // 12 with hardness 60 (steel)
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thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
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w_class = ITEMSIZE_SMALL
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sharp = 1
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edge = 1
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origin_tech = "materials=2;combat=1"
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attack_verb = list("chopped", "torn", "cut")
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applies_material_colour = 0
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/obj/item/weapon/material/hatchet/unathiknife
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name = "duelling knife"
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desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "unathiknife"
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attack_verb = list("ripped", "torn", "cut")
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var hits = 0
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/obj/item/weapon/material/hatchet/unathiknife/attack(mob/M as mob, mob/user as mob)
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if(hits > 0)
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return
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var/obj/item/I = user.get_inactive_hand()
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if(istype(I, /obj/item/weapon/material/hatchet/unathiknife))
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hits ++
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var/obj/item/weapon/W = I
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W.attack(M, user)
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W.afterattack(M, user)
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..()
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/obj/item/weapon/material/hatchet/unathiknife/afterattack(mob/M as mob, mob/user as mob)
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hits = initial(hits)
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..()
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/obj/item/weapon/material/hatchet/tacknife
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name = "tactical knife"
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desc = "You'd be killing loads of people if this was Medal of Valor: Heroes of Space."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "tacknife"
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item_state = "knife"
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attack_verb = list("stabbed", "chopped", "cut")
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applies_material_colour = 1
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/obj/item/weapon/material/hatchet/tacknife/combatknife
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name = "combat knife"
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desc = "If only you had a boot to put it in."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "tacknife"
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item_state = "knife"
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force_divisor = 0.34 // 20 with hardness 60 (steel)
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thrown_force_divisor = 1.75 // 20 with weight 20 (steel)
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attack_verb = list("sliced", "stabbed", "chopped", "cut")
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applies_material_colour = 1
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/obj/item/weapon/material/minihoe // -- Numbers
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name = "mini hoe"
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desc = "It's used for removing weeds or scratching your back."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "hoe"
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force_divisor = 0.25 // 5 with weight 20 (steel)
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thrown_force_divisor = 0.25 // as above
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w_class = ITEMSIZE_SMALL
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attack_verb = list("slashed", "sliced", "cut", "clawed")
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/obj/item/weapon/material/scythe
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icon_state = "scythe0"
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name = "scythe"
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desc = "A sharp and curved blade on a long fibremetal handle, this tool makes it easy to reap what you sow."
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force_divisor = 0.275 // 16 with hardness 60 (steel)
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thrown_force_divisor = 0.25 // 5 with weight 20 (steel)
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sharp = 1
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edge = 1
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throw_speed = 1
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throw_range = 3
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w_class = ITEMSIZE_LARGE
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slot_flags = SLOT_BACK
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origin_tech = "materials=2;combat=2"
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attack_verb = list("chopped", "sliced", "cut", "reaped")
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