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Adding Improvements to Knuckledusters (#23902)
* First tweaks to the dusty bois * Better code comment Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Managed to finish my checklist of things * Didn't like the flag name, and finished it's descriptor comment * Nevermind, flag was not needed * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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@@ -379,7 +379,7 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
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desc = "A straightforward and fairly concealable melee weapon for bludgeoning someone to death in brutal fashion. This one is designed specifically to cause severe organ damage to the victim."
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reference = "SKD"
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item = /obj/item/melee/knuckleduster/syndie
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cost = 5
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cost = 10
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cant_discount = TRUE
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// GRENADES AND EXPLOSIVES
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@@ -4,19 +4,18 @@
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icon = 'icons/obj/knuckleduster.dmi'
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icon_state = "knuckleduster"
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flags = CONDUCT
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force = 5
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force = 10
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throwforce = 3
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w_class = WEIGHT_CLASS_SMALL
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resistance_flags = FIRE_PROOF
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materials = list(MAT_METAL = 500)
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origin_tech = "combat=2"
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attack_verb = list("struck", "bludgeoned", "bashed", "smashed")
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hitsound = null
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/// Is the weapon gripped or not?
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var/gripped = FALSE
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/// Can the weapon damage organs directly or not?
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var/elite = FALSE
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/// Chance to break bones on hit
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var/robust = 10
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/// How much organ damage can the weapon do?
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var/trauma = 5
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@@ -24,12 +23,16 @@
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if(!gripped)
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gripped = TRUE
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to_chat(user, "You tighten your grip on [src], ensuring you won't drop it.")
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flags |= NODROP
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flags |= (NODROP | ABSTRACT)
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else
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gripped = FALSE
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to_chat(user, "You relax your grip on [src].")
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flags &= ~NODROP
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return
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flags &= ~(NODROP | ABSTRACT)
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/obj/item/melee/knuckleduster/attack/(mob/living/user)
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hitsound = pick('sound/weapons/punch1.ogg', 'sound/weapons/punch2.ogg', 'sound/weapons/punch3.ogg',
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'sound/weapons/punch4.ogg')
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return ..()
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/obj/item/melee/knuckleduster/attack(mob/living/target, mob/living/user)
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. = ..()
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@@ -37,32 +40,23 @@
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return
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var/obj/item/organ/external/punched = target.get_organ(user.zone_selected)
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if(gripped && prob(robust) && target.health < 90) // Better at throwing strong punches when gripped
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if(HAS_TRAIT(target, TRAIT_NO_BONES))
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punched.cause_internal_bleeding() // Those with no bones get no relief, although this is primarily for Slimes
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else
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punched.fracture()
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return
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if(!length(punched.internal_organs))
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return
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var/obj/item/organ/internal/squishy = pick(punched.internal_organs)
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if(gripped && elite && target.health < 90)
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if(gripped && elite)
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squishy.receive_damage(trauma)
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if(punched.is_broken())
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squishy.receive_damage(trauma) // Probably not so good for your organs to have your already broken ribs punched hard again
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return
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squishy.receive_damage(trauma) // Probably not so good for your organs to have your already broken ribs punched hard by a metal object
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/obj/item/melee/knuckleduster/syndie
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name = "syndicate knuckleduster"
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desc = "For feeling like a real Syndicate Elite when threatening to punch someone to death."
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icon_state = "knuckleduster_syndie"
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force = 10
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force = 15
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throwforce = 5
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origin_tech = "combat=2;syndicate=1"
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elite = TRUE
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robust = 15
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/obj/item/melee/knuckleduster/nanotrasen
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name = "engraved knuckleduster"
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@@ -71,16 +65,15 @@
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force = 10
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throwforce = 5
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origin_tech = "combat=3"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF // Steal objectives shouldnt be easy to destroy.
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materials = list(MAT_GOLD = 500)
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robust = 20
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trauma = 10
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/obj/item/melee/knuckleduster/admin
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name = "handheld bone-breakers"
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name = "handheld bone-breaker"
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desc = "Your bones just hurt looking at it."
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icon_state = "knuckleduster_nt"
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force = 25
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throwforce = 25
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elite = TRUE
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robust = 100
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trauma = 30
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