Attack verbs!

Instead of 'x has been attacked with y by z' it now reads 'x has been 'y.attack_verb-ed' with y by z'!
Example:
Monkeyman has been bashed in the head with a riot shield by Nodrak!
or
Monkeyman has been stabbed in the chest with an energy sword by Nodrak!

- Every obj now has a list named "attack_verbs"
- When declaring an object, just use attack_verb = list("verb1", "verb2") and so on to initialize the list for that specific item.
- I've added a bunch of these to a ton of items already, feel free to modify or add more. Just try to stay away from gimmicky verbs (clown stuff being the exception.)

clothing.dm and spawner.dm only had a single definition in each of them, so their definitins have been moved to obj.dm and their original dm files deleted. I'm not sure about spawner but clothing had all of its other definitions removed recently.

radio.dm was a completely blank file, so it was removed.

Changelog updated

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4182 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-07-26 05:21:24 +00:00
parent 3939599047
commit c930622bea
29 changed files with 105 additions and 326 deletions
+1
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@@ -2764,6 +2764,7 @@
throw_range = 5
item_state = "beer"
//item_state - Need to find a bottle sprite
attack_verb = list("stabbed", "slashed", "attacked")
var/icon/broken_outline = icon('icons/obj/drinks.dmi', "broken")
+1
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@@ -11,3 +11,4 @@
var/obj/item/weapon/cell/cell = 0
body_parts_covered = HANDS
slot_flags = SLOT_GLOVES
attack_verb = list("challenged")
+2
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@@ -192,6 +192,7 @@ proc/move_mining_shuttle()
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
attack_verb = list("hit", "pierced", "sliced", "attacked")
hammer
name = "Mining Sledge Hammer"
@@ -278,6 +279,7 @@ proc/move_mining_shuttle()
w_class = 3.0
m_amt = 50
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
/obj/item/weapon/shovel/spade
name = "spade"
@@ -117,9 +117,12 @@ emp_act
if((user != src) && check_shields(I.force, "the [I.name]"))
return 0
visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
if(I.attack_verb.len)
visible_message("\red <B>[src] has been [pick(I.attack_verb)] in the [hit_area] with [I.name] by [user]!</B>")
else
visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
var/armor = run_armor_check(affecting, "melee", "Your armor has protected you from a hit to the [hit_area].", "Your armor has softened hit to your [hit_area].")
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].")
if(armor >= 2) return 0
if(!I.force) return 0
+1
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@@ -12,6 +12,7 @@
slot_flags = SLOT_HEAD
body_parts_covered = HEAD
protective_temperature = 0
attack_verb = list("")
var/info //What's actually written on the paper.
var/info_links //A different version of the paper which includes html links at fields and EOF
+1
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@@ -12,6 +12,7 @@
m_amt = 60
color = "cargo"
pressure_resistance = 5
attack_verb = list("stamped")
/obj/item/weapon/stamp/captain
name = "captain's rubber stamp"
+1
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@@ -13,6 +13,7 @@
throw_range = 5
force = 5.0
origin_tech = "combat=1"
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = 'Gunshot.ogg'
var/obj/item/projectile/in_chamber = null