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CHOMPStation2/code/game/objects/items/weapons/material/misc.dm
CHOMPStation2StaffMirrorBot ed79946ade [MIRROR] some istype to macros (#9802)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-01-05 23:01:49 +01:00

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/obj/item/material/harpoon
name = "harpoon"
sharp = TRUE
edge = FALSE
desc = "Tharr she blows!"
icon_state = "harpoon"
item_state = "harpoon"
force_divisor = 0.3 // 18 with hardness 60 (steel)
attack_verb = list("jabbed","stabbed","ripped")
/obj/item/material/knife/machete/hatchet
name = "hatchet"
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."
icon = 'icons/obj/weapons.dmi'
icon_state = "hatchet"
force_divisor = 0.2 // 12 with hardness 60 (steel)
thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
w_class = ITEMSIZE_SMALL
sharp = TRUE
edge = TRUE
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
attack_verb = list("chopped", "torn", "cut")
applies_material_colour = 0
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/* VOREStation Removal - We have one already
/obj/item/material/knife/machete/hatchet/stone
name = "sharp rock"
desc = "The secret is to bang the rocks together, guys."
force_divisor = 0.2
icon_state = "rock"
item_state = "rock"
attack_verb = list("chopped", "torn", "cut")
/obj/item/material/knife/machete/hatchet/stone/set_material(var/new_material)
var/old_name = name
. = ..()
name = old_name
*/
/obj/item/material/knife/machete/hatchet/unathiknife
name = "duelling knife"
desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
icon = 'icons/obj/weapons.dmi'
icon_state = "unathiknife"
attack_verb = list("ripped", "torn", "cut")
can_cleave = FALSE
var/hits = 0
/obj/item/material/knife/machete/hatchet/unathiknife/attack(mob/M as mob, mob/user as mob)
if(hits > 0)
return
var/obj/item/I = user.get_inactive_hand()
if(istype(I, /obj/item/material/knife/machete/hatchet/unathiknife))
hits ++
var/obj/item/W = I
W.attack(M, user)
W.afterattack(M, user)
..()
/obj/item/material/knife/machete/hatchet/unathiknife/afterattack(mob/M as mob, mob/user as mob)
hits = initial(hits)
..()
/obj/item/material/minihoe // -- Numbers
name = "mini hoe"
desc = "It's used for removing weeds or scratching your back."
icon = 'icons/obj/weapons.dmi'
icon_state = "hoe"
force_divisor = 0.25 // 5 with weight 20 (steel)
thrown_force_divisor = 0.25 // as above
dulled_divisor = 0.75 //Still metal on a long pole
w_class = ITEMSIZE_SMALL
attack_verb = list("slashed", "sliced", "cut", "clawed")
/obj/item/material/snow/snowball
name = "loose packed snowball"
desc = "A fun snowball. Throw it at your friends!"
icon = 'icons/obj/weapons.dmi'
icon_state = "snowball"
default_material = MAT_SNOW
health = 1
fragile = 1
force_divisor = 0.01
thrown_force_divisor = 0.10
w_class = ITEMSIZE_SMALL
attack_verb = list("mushed", "splatted", "splooshed", "splushed") // Words that totally exist.
/obj/item/material/snow/snowball/attack_self(mob/user as mob)
if(user.a_intent == I_HURT)
to_chat(user, span_notice("You smash the snowball in your hand."))
var/atom/S = new /obj/item/stack/material/snow(user.loc)
qdel(src)
user.put_in_hands(S)
else
to_chat(user, span_notice("You start compacting the snowball."))
if(do_after(user, 2 SECONDS))
var/atom/S = new /obj/item/material/snow/snowball/reinforced(user.loc)
qdel(src)
user.put_in_hands(S)
/obj/item/material/snow/snowball/reinforced
name = "snowball"
desc = "A well-formed and fun snowball. It looks kind of dangerous."
//icon_state = "reinf-snowball"
force_divisor = 0.20
thrown_force_divisor = 0.25
/obj/item/material/whip
name = "whip"
desc = "A tool used to discipline animals, or look cool. Mostly the latter."
description_info = "Help - Standard attack, no modifiers.<br>\
Disarm - Disarming strike. Attempts to disarm the target at range, similar to an unarmed disarm. Additionally, will force the target (if possible) to move away from you.<br>\
Grab - Grappling strike. Attempts to pull the target toward you. This can also move objects.<br>\
Harm - A standard strike with a small chance to disarm."
icon = 'icons/obj/weapons.dmi'
icon_state = "whip"
item_state = "chain"
default_material = MAT_LEATHER
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 2)
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
force_divisor = 0.15
thrown_force_divisor = 0.25
reach = 2
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
)
/obj/item/material/whip/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
..()
if(!proximity)
return
if(istype(A, /atom/movable))
var/atom/movable/AM = A
if(AM.anchored)
to_chat(user, span_notice("\The [AM] won't budge."))
return
else
if(!istype(AM, /obj/item))
user.visible_message(span_warning("\The [AM] is pulled along by \the [src]!"))
AM.Move(get_step(AM, get_dir(AM, src)))
return
else
user.visible_message(span_warning("\The [AM] is snatched by \the [src]!"))
AM.throw_at(user, reach, 0.1, user)
/obj/item/material/whip/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(user.a_intent)
switch(user.a_intent)
if(I_HURT)
if(prob(10) && ishuman(target) && (user.zone_sel in list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND)))
to_chat(target, span_warning("\The [src] rips at your hands!"))
ranged_disarm(target)
if(I_DISARM)
if(prob(min(90, force * 3)) && ishuman(target) && (user.zone_sel in list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND)))
ranged_disarm(target)
else
target.visible_message(span_danger("\The [src] sends \the [target] stumbling away."))
target.Move(get_step(target,get_dir(user,target)))
if(I_GRAB)
var/turf/STurf = get_turf(target)
spawn(2)
playsound(STurf, 'sound/effects/snap.ogg', 60, 1)
target.visible_message(span_critical("\The [src] yanks \the [target] towards \the [user]!"))
target.throw_at(get_turf(get_step(user,get_dir(user,target))), 2, 1, src)
..()
/obj/item/material/whip/proc/ranged_disarm(var/mob/living/carbon/human/H, var/mob/living/user)
if(istype(H))
var/list/holding = list(H.get_active_hand() = 40, H.get_inactive_hand() = 20)
if(user.zone_sel in list(BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND))
for(var/obj/item/gun/W in holding)
if(W && prob(holding[W]))
var/list/turfs = list()
for(var/turf/T in view())
turfs += T
if(turfs.len)
var/turf/target = pick(turfs)
visible_message(span_danger("[H]'s [W] goes off due to \the [src]!"))
return W.afterattack(target,H)
if(!(H.species.flags & NO_SLIP) && prob(10) && (user.zone_sel in list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT)))
var/armor_check = H.run_armor_check(user.zone_sel, "melee")
H.apply_effect(3, WEAKEN, armor_check)
playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(armor_check < 60)
visible_message(span_danger("\The [src] has tripped [H]!"))
else
visible_message(span_warning("\The [src] attempted to trip [H]!"))
return
else
if(H.break_all_grabs(user))
playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
return
if(user.zone_sel in list(BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND))
for(var/obj/item/I in holding)
if(I && prob(holding[I]))
H.drop_from_inventory(I)
visible_message(span_danger("\The [src] has disarmed [H]!"))
playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
return
/obj/item/material/whip/attack_self(mob/user)
user.visible_message(span_warning("\The [user] cracks \the [src]!"))
playsound(src, 'sound/effects/snap.ogg', 50, 1)
/obj/item/material/knife/machete/hatchet/stone
name = "hatchet"
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."
icon = 'icons/obj/weapons_vr.dmi'
icon_state = "stone_wood_axe"
default_material = MAT_FLINT
origin_tech = list()
applies_material_colour = FALSE
/obj/item/material/knife/machete/hatchet/stone/bone
icon_state = "stone_bone_axe"