/obj/item/material/harpoon name = "harpoon" damage_mode = DAMAGE_MODE_SHARP desc = "A common design throughout the galaxy, this is a metal spear used for hunting fish (or people in voidsuits, to devestating effect)." icon_state = "harpoon" item_state = "harpoon" material_significance = MATERIAL_SIGNIFICANCE_WEAPON_HEAVY damage_mode = DAMAGE_MODE_SHARP attack_verb = list("jabbed","stabbed","ripped") /obj/item/material/harpoon/plasteel material_parts = /datum/prototype/material/plasteel /obj/item/material/harpoon/durasteel material_parts = /datum/prototype/material/durasteel /obj/item/material/knife/machete/hatchet name = "hatchet" desc = "A one-handed axe, with a short fibremetal handle. There's an infinite amount of variations in the galaxy, but this one's used for chopping wood." icon = 'icons/obj/weapons.dmi' icon_state = "hatchet" material_significance = MATERIAL_SIGNIFICANCE_WEAPON_HEAVY damage_mode = DAMAGE_MODE_SHARP | DAMAGE_MODE_EDGE w_class = WEIGHT_CLASS_SMALL belt_storage_class = BELT_CLASS_MEDIUM origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1) attack_verb = list("chopped", "torn", "cut") material_color = 0 drop_sound = 'sound/items/drop/axe.ogg' pickup_sound = 'sound/items/pickup/axe.ogg' /obj/item/material/knife/machete/hatchet/bone name = "primitive hatchet" desc = "A broad, flat piece of bone knapped to a sharp edge. A truly primitive weapon." icon_state = "hatchet_bone" material_parts = /datum/prototype/material/bone /obj/item/material/knife/machete/hatchet/bronze name = "bronze hatchet" desc = "A bronze axe head on a bone handle. You can't make an axe much simpler." icon = 'icons/obj/lavaland.dmi' icon_state = "hatchet_bronze" item_state = "hatchet_bronze" material_parts = /datum/prototype/material/bronze /obj/item/material/knife/machete/hatchet/unathiknife name = "duelling knife" desc = "Though honor duels have fallen out of fashion in this new era, that doesn't stop some Unathi from carrying these wooden duelling blades as a status symbol. Or Vox from using these for their intended purpose in 'quill duels'." 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/durasteel material_parts = /datum/prototype/material/durasteel /obj/item/material/knife/machete/hatchet/unathiknife/durasteel material_parts = /datum/prototype/material/durasteel /obj/item/material/knife/machete/hatchet/unathiknife/legacy_mob_melee_hook(mob/target, mob/user, clickchain_flags, list/params, mult, target_zone, intent) if(hits > 0) return var/obj/item/I = user.get_inactive_held_item() if(istype(I, /obj/item/material/knife/machete/hatchet/unathiknife)) hits ++ I.lazy_melee_interaction_chain(target, user, CLICKCHAIN_REDIRECTED, params) ..() /obj/item/material/knife/machete/hatchet/unathiknife/afterattack(atom/target, mob/user, clickchain_flags, list/params) hits = initial(hits) ..() /obj/item/material/minihoe // -- Numbers name = "mini hoe" desc = "It's used for removing weeds and tilling soil." icon = 'icons/obj/weapons.dmi' icon_state = "hoe" material_significance = MATERIAL_SIGNIFICANCE_WEAPON_LIGHT material_primary = "tip" w_class = WEIGHT_CLASS_SMALL attack_verb = list("slashed", "sliced", "cut", "clawed") suit_storage_class = SUIT_STORAGE_CLASS_SOFTWEAR | SUIT_STORAGE_CLASS_HARDWEAR belt_storage_class = BELT_CLASS_SMALL /obj/item/material/minihoe/plasteel material_parts = /datum/prototype/material/plasteel /obj/item/material/minihoe/durasteel material_parts = /datum/prototype/material/durasteel /obj/item/material/minihoe/bone name = "primitive mini hoe" icon = 'icons/obj/mining.dmi' icon_state = "cultivator_bone" material_parts = /datum/prototype/material/bone /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" material_parts = /datum/prototype/material/snow material_significance = MATERIAL_SIGNIFICANCE_SHARD force_multiplier = 0 w_class = WEIGHT_CLASS_SMALL attack_verb = list("mushed", "splatted", "splooshed", "splushed") // Words that totally exist. /obj/item/material/snow/snowball/throw_impact(atom/hit_atom) if(!..()) // not caught in mid-air if(isliving(hit_atom)) visible_message("[src] explodes into a shower of snow upon impact!") qdel(src) /obj/item/material/snow/snowball/attack_self(mob/user, datum/event_args/actor/actor) . = ..() if(.) return if(user.a_intent == INTENT_HARM) visible_message("[user] has smashed the snowball in their hand!", "You smash the snowball in your hand.") var/atom/S = new /obj/item/stack/material/snow(user.loc) del(src) user.put_in_hands(S) else visible_message("[user] starts compacting the snowball.", "You start compacting the snowball.") if(do_after(user, 2 SECONDS)) var/atom/S = new /obj/item/material/snow/snowball/reinforced(user.loc) del(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 = "considered_reinforced-snowball" force_multiplier = 0.25 throw_force_multiplier = 4 // this compounds with force_multiplier material_significance = MATERIAL_SIGNIFICANCE_WEAPON_ULTRALIGHT /obj/item/material/butterfly/saw //This Saw Cleaver is in here since I do not know where else to put it name = "Saw Cleaver" desc = "A weapon consisting of a long handle attached to heavy serrated blade. Using centrifrugal force, the blade can extends outward. This transformation allows it to slice in long, cleaving arcs. The smell of blood hangs in the air around it." icon = 'icons/obj/weapons.dmi' icon_state = "cleaving_saw" item_icons = list( SLOT_ID_LEFT_HAND = 'icons/mob/items/64x64_lefthand.dmi', SLOT_ID_RIGHT_HAND = 'icons/mob/items/64x64_righthand.dmi', ) item_state = "cleaving_saw" active = 0 attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") attack_sound = 'sound/weapons/bladeslice.ogg' w_class = WEIGHT_CLASS_BULKY material_significance = MATERIAL_SIGNIFICANCE_WEAPON_HEAVY damage_mode = DAMAGE_MODE_EDGE | DAMAGE_MODE_SHARP /obj/item/material/butterfly/saw/set_active(active) . = ..() if(active) icon_state = "sawcleaver_open" item_state = "cleaving_saw_open" else icon_state = initial(icon_state) item_state = initial(item_state) update_worn_icon()