/obj/item/melee icon = 'icons/obj/weapons/melee.dmi' lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons_righthand.dmi' needs_permit = TRUE /obj/item/melee/chainofcommand name = "chain of command" desc = "A tool used by great men to placate the frothing masses." icon_state = "chain" item_state = "chain" flags = CONDUCT slot_flags = SLOT_FLAG_BELT force = 10 throwforce = 7 w_class = WEIGHT_CLASS_NORMAL origin_tech = "combat=5" attack_verb = list("flogged", "whipped", "lashed", "disciplined") hitsound = 'sound/weapons/slash.ogg' //pls replace /obj/item/melee/chainofcommand/suicide_act(mob/user) to_chat(viewers(user), "[user] is strangling [user.p_themselves()] with [src]! It looks like [user.p_theyre()] trying to commit suicide!") return OXYLOSS /obj/item/melee/saber name = "captain's saber" desc = "An elegant weapon, for a more civilized age." icon_state = "saber" item_state = "saber" flags = CONDUCT force = 15 throwforce = 10 w_class = WEIGHT_CLASS_BULKY armour_penetration_percentage = 75 sharp = TRUE origin_tech = null attack_verb = list("lunged at", "stabbed") hitsound = 'sound/weapons/rapierhit.ogg' materials = list(MAT_METAL = 1000) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF // Theft targets should be hard to destroy // values for slapping var/slap_sound = 'sound/effects/woodhit.ogg' COOLDOWN_DECLARE(slap_cooldown) /obj/item/melee/saber/examine(mob/user) . = ..() . += "The blade looks very well-suited for piercing armour." /obj/item/melee/saber/examine_more(mob/user) . = ..() . += "Swords are a traditional ceremonial weapon carried by commanding officers of many armies and navies, even long after firearms and laserarms rendered them obsolete. \ Despite having no roots in such traditions, Nanotrasen participates in them, as these trappings of old tradition help to promote the air of authority the company wishes for its captains to possess." . += "" . += "Whilst not intended to actually be used in combat, the ceremonial blades issued by Nanotrasen are in-fact quite functional, \ able to both inflict grievous wounds on aggressors that get too close, whilst also elegantly parrying their blows (assuming the wielder is skilled with the blade). \ The sharp edge is adept at hacking unarmored targets, whilst the rigid tip is also quite effective at at defeating even modern body armor with thrusting attacks, as modern armor is generally designed to defeat ballistic and laser weapons rather than swords..." /obj/item/melee/saber/Initialize(mapload) . = ..() AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS) RegisterSignal(src, COMSIG_PARENT_QDELETING, PROC_REF(alert_admins_on_destroy)) /obj/item/melee/saber/attack(mob/living/target, mob/living/user) if(user.a_intent != INTENT_HELP || !ishuman(target)) return ..() if(!COOLDOWN_FINISHED(src, slap_cooldown)) return var/mob/living/carbon/human/H = target if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) user.visible_message("[user] accidentally slaps [user.p_themselves()] with [src]!", \ "You accidentally slap yourself with [src]!") slap(user, user) else user.visible_message("[user] slaps [H] with the flat of the blade!", \ "You slap [H] with the flat of the blade!") slap(target, user) /obj/item/melee/saber/proc/slap(mob/living/carbon/human/target, mob/living/user) user.do_attack_animation(target, ATTACK_EFFECT_DISARM) playsound(loc, slap_sound, 50, TRUE, -1) target.AdjustConfused(4 SECONDS, 0, 4 SECONDS) target.apply_damage(10, STAMINA) add_attack_logs(user, target, "Slapped by [src]", ATKLOG_ALL) COOLDOWN_START(src, slap_cooldown, 4 SECONDS) /obj/item/melee/saber/suicide_act(mob/user) user.visible_message(pick("[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!", \ "[user] is falling on [src]! It looks like [user.p_theyre()] trying to commit suicide!")) return BRUTELOSS // Traitor Sword /obj/item/melee/snakesfang name = "snakesfang" desc = "A uniquely curved, black and red sword. Extra-edgy and cutting-edge." lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons_righthand.dmi' icon_state = "snakesfang" item_state = "snakesfang" flags = CONDUCT force = 25 throwforce = 10 w_class = WEIGHT_CLASS_BULKY sharp = TRUE origin_tech = "combat=6;syndicate=3" attack_verb = list("slashed", "sliced", "chopped") hitsound = 'sound/weapons/bladeslice.ogg' materials = list(MAT_METAL = 1000) /obj/item/melee/snakesfang/Initialize(mapload) . = ..() AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS) /obj/item/melee/snakesfang/examine_more(mob/user) . = ..() . += "A uniquely curved, black and red sword. Extra-edgy and cutting-edge." . += "" . += "The MK-IV Enhanced Combat Blade, more colloquially known as the ‘Snakesfang’, is a vicious yet stylish weapon designed \ by a relatively unknown weapons forge with known ties to the Syndicate. With a wide, curved blade and dual points \ resembling the fangs of the organization’s serpent motif, the Snakesfang is a statement like no other." . += "" . += "While the benefits of its unique design are dubious at best, the Snakesfang is undoubtedly a perilous weapon, with a hardened \ plastitanium edge that can cause untold harm to a soft target. In the right hands, it can be a terrifying weapon to behold, \ and it’s said that blood runs down the blade in just the right way, to drip artfully from the twin ‘fangs’ at its apex." // Unathi Sword /obj/item/melee/breach_cleaver name = "breach cleaver" desc = "Massive, heavy, and utterly impractical. This sharpened chunk of steel is too big and too heavy to be called a sword." lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons_righthand.dmi' base_icon_state = "breach_cleaver" icon_state = "breach_cleaver0" flags = CONDUCT force = 5 throwforce = 5 armour_penetration_flat = 30 w_class = WEIGHT_CLASS_BULKY sharp = TRUE origin_tech = "combat=6;syndicate=5" attack_verb = list("slashed", "cleaved", "chopped") hitsound = 'sound/weapons/swordhitheavy.ogg' materials = list(MAT_METAL = 2000) /// How much damage the sword does when wielded var/force_wield = 40 /obj/item/melee/breach_cleaver/Initialize(mapload) . = ..() AddComponent(/datum/component/two_handed, force_wielded = force_wield, force_unwielded = force, icon_wielded = "[base_icon_state]1", wield_callback = CALLBACK(src, PROC_REF(wield)), unwield_callback = CALLBACK(src, PROC_REF(unwield))) AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS) /obj/item/melee/breach_cleaver/examine(mob/user) . = ..() if(isAntag(user)) . += "When wielded, this blade has different effects depending on your intent, similar to a martial art. \ Help intent will strike with the flat, dealing stamina, disarm intent forces them away, grab intent knocks down the target, \ and harm intent deals heavy damage." /obj/item/melee/breach_cleaver/examine_more(mob/user) . = ..() . += "Massive, heavy, and utterly impractical. This sharpened chunk of steel is too big and too heavy to be called a sword." . += "" . += "The Unathi Breach Cleaver is a weapon the scaled, warlike race favours for its impressive weight and myriad combat applications. \ The pinnacle of Moghes' combat technology, it combines all of this knowledge into a massive, heavy slab of alloyed metal that most \ species find difficult to lift, let alone use in any sort of fight." . += "" . += "Actually a little lightweight for its size, a Breach Cleaver is unmatched in combat utility as a weapon, a tool for getting into\ places and as a slab of armour for the wielder. The leather of the Kar'oche beast, a predator native to Moghes, binds the hilt, \ allowing it to be gripped securely by its warrior. The wide blade is often etched with scenes depicting military victories or great hunts." /obj/item/melee/breach_cleaver/update_icon_state() icon_state = "[base_icon_state]0" /obj/item/melee/breach_cleaver/proc/wield(obj/item/source, mob/living/carbon/human/user) to_chat(user, "You heave [src] up in both hands.") user.apply_status_effect(STATUS_EFFECT_BREACH_AND_CLEAVE) update_icon_state() /obj/item/melee/breach_cleaver/proc/unwield(obj/item/source, mob/living/carbon/human/user) user.remove_status_effect(STATUS_EFFECT_BREACH_AND_CLEAVE) update_icon_state() /obj/item/melee/breach_cleaver/attack_obj(obj/O, mob/living/user, params) if(!HAS_TRAIT(src, TRAIT_WIELDED)) // Only works good when wielded return ..() if(!ismachinery(O) && !isstructure(O)) // This sword hates doors return ..() if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ) return if(flags & (NOBLUDGEON)) return var/mob/living/carbon/human/H = user H.changeNext_move(CLICK_CD_MELEE) H.do_attack_animation(O) H.visible_message("[H] has hit [O] with [src]!", "You hit [O] with [src]!") var/damage = force_wield damage += H.physiology.melee_bonus O.take_damage(damage * 3, BRUTE, MELEE, TRUE, get_dir(src, H), 30) // Multiplied to do big damage to doors, closets, windows, and machines, but normal damage to mobs. /obj/item/melee/breach_cleaver/attack(mob/target, mob/living/user) if(!HAS_TRAIT(src, TRAIT_WIELDED) || !ishuman(target)) return ..() var/mob/living/carbon/human/H = target var/obj/item/organ/external/targetlimb = H.get_organ(ran_zone(user.zone_selected)) switch(user.a_intent) if(INTENT_HELP) // Stamina damage H.visible_message("[user] slams [H] with the flat of the blade!", \ "[user] slams you with the flat of the blade!", \ "You hear a thud.") user.do_attack_animation(H, ATTACK_EFFECT_DISARM) playsound(loc, 'sound/weapons/swordhit.ogg', 50, TRUE, -1) H.AdjustConfused(4 SECONDS, 0, 4 SECONDS) H.apply_damage(40, STAMINA, targetlimb, H.run_armor_check(targetlimb, MELEE)) add_attack_logs(user, H, "Slammed by a breach cleaver. (Help intent, Stamina)", ATKLOG_ALL) if(INTENT_DISARM) // Slams away if(H.stat != CONSCIOUS || IS_HORIZONTAL(H)) return ..() H.visible_message("[user] smashes [H] with the blade's tip!", \ "[user] smashes you with the blade's tip!", \ "You hear crushing.") user.do_attack_animation(H, ATTACK_EFFECT_KICK) playsound(get_turf(user), 'sound/weapons/sonic_jackhammer.ogg', 50, TRUE, -1) H.apply_damage(25, BRUTE, targetlimb, H.run_armor_check(targetlimb, MELEE)) var/atom/throw_target = get_edge_target_turf(H, user.dir, TRUE) H.throw_at(throw_target, 4, 1) add_attack_logs(user, H, "Smashed away by a breach cleaver. (Disarm intent, Knockback)", ATKLOG_ALL) if(INTENT_GRAB) // Knocks down H.visible_message("[user] cleaves [H] with an overhead strike!", \ "[user] cleaves you with an overhead strike!", \ "You hear a chopping noise.") user.do_attack_animation(H, ATTACK_EFFECT_DISARM) playsound(get_turf(user), 'sound/weapons/armblade.ogg', 50, TRUE, -1) H.apply_damage(30, BRUTE, targetlimb, H.run_armor_check(targetlimb, MELEE), TRUE) H.KnockDown(4 SECONDS) add_attack_logs(user, H, "Cleaved overhead with a breach cleaver. (Grab intent, Knockdown)", ATKLOG_ALL) if(INTENT_HARM) return ..() /obj/item/melee/icepick name = "ice pick" desc = "Used for chopping ice. Also excellent for mafia esque murders." icon_state = "icepick" item_state = "icepick" force = 15 throwforce = 10 w_class = WEIGHT_CLASS_SMALL attack_verb = list("stabbed", "jabbed", "iced,") /obj/item/melee/candy_sword name = "candy cane sword" desc = "A large candy cane with a sharpened point. Definitely too dangerous for schoolchildren." icon_state = "candy_sword" item_state = "candy_sword" force = 10 throwforce = 7 w_class = WEIGHT_CLASS_NORMAL attack_verb = list("slashed", "stabbed", "sliced", "caned") /obj/item/melee/flyswatter name = "flyswatter" desc = "Useful for killing insects of all sizes." icon_state = "flyswatter" item_state = "flyswatter" force = 1 throwforce = 1 attack_verb = list("swatted", "smacked") hitsound = 'sound/effects/snap.ogg' w_class = WEIGHT_CLASS_SMALL //Things in this list will be instantly splatted. Flyman weakness is handled in the flyman species weakness proc. var/list/strong_against /obj/item/melee/flyswatter/Initialize(mapload) . = ..() strong_against = typecacheof(list( /mob/living/simple_animal/hostile/poison/bees/, /mob/living/simple_animal/butterfly, /mob/living/simple_animal/cockroach, /obj/item/queen_bee)) strong_against -= /mob/living/simple_animal/hostile/poison/bees/syndi // Syndi-bees have special anti-flyswatter tech installed /obj/item/melee/flyswatter/attack(mob/living/M, mob/living/user, def_zone) . = ..() if(is_type_in_typecache(M, strong_against)) new /obj/effect/decal/cleanable/insectguts(M.drop_location()) user.visible_message("[user] splats [M] with [src].", "You splat [M] with [src].", "You hear a splat.") if(isliving(M)) var/mob/living/bug = M bug.death(TRUE) if(!QDELETED(M)) qdel(M) /obj/item/melee/spellblade name = "spellblade" desc = "An enchanted blade with a series of runes along the side." icon = 'icons/obj/guns/magic.dmi' icon_state = "spellblade" item_state = "spellblade" hitsound = 'sound/weapons/rapierhit.ogg' w_class = WEIGHT_CLASS_BULKY force = 25 armour_penetration_flat = 50 sharp = TRUE ///enchantment holder, gives it unique on hit effects. var/datum/enchantment/enchant = null ///the cooldown and power of enchantments are multiplied by this var when its applied var/power = 1 /obj/item/melee/spellblade/Initialize(mapload) . = ..() AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES) /obj/item/melee/spellblade/Destroy() QDEL_NULL(enchant) return ..() /obj/item/melee/spellblade/afterattack(atom/target, mob/user, proximity, params) . = ..() enchant?.on_hit(target, user, proximity, src) /obj/item/melee/spellblade/attack_self(mob/user) if(enchant) return var/static/list/options = list("Lightning" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "chain_lightning"),/// todo add icons for these "Fire" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "fire"), "Bluespace" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "blink"), "Forcewall" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "shield"),) var/static/list/options_to_type = list("Lightning" = /datum/enchantment/lightning, "Fire" = /datum/enchantment/fire, "Bluespace" = /datum/enchantment/bluespace, "Forcewall" = /datum/enchantment/forcewall,) var/choice = show_radial_menu(user, src, options) if(!choice) return add_enchantment(options_to_type[choice], user) /obj/item/melee/spellblade/proc/add_enchantment(new_enchant, mob/living/user, intentional = TRUE) var/datum/enchantment/E = new new_enchant enchant = E E.on_gain(src, user) E.power *= power if(intentional) SSblackbox.record_feedback("nested tally", "spellblade_enchants", 1, list("[E.name]")) /obj/item/melee/spellblade/examine(mob/user) . = ..() if(enchant && (iswizard(user) || IS_CULTIST(user))) // only wizards and cultists understand runes . += "The runes along the side read; [enchant.desc]." /obj/item/melee/spellblade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(attack_type == PROJECTILE_ATTACK) final_block_chance = 0 return ..() /datum/enchantment /// used for blackbox logging var/name = "You shouldn't be seeing this, file an issue report." /// used for wizards/cultists examining the runes on the blade var/desc = "Someone messed up, file an issue report." /// used for damage values var/power = 1 /// whether the enchant procs despite not being in proximity var/ranged = FALSE /// stores the world.time after which it can be used again, the `initial(cooldown)` is the cooldown between activations. var/cooldown = -1 /// If the spellblade has traits, has it applied them? var/applied_traits = FALSE /datum/enchantment/proc/on_hit(mob/living/target, mob/living/user, proximity, obj/item/melee/spellblade/S) if(world.time < cooldown) return FALSE if(!istype(target)) return FALSE if(target.stat == DEAD) return FALSE if(!ranged && !proximity) return FALSE cooldown = world.time + initial(cooldown) return TRUE /datum/enchantment/proc/on_gain(obj/item/melee/spellblade, mob/living/user) return /datum/enchantment/proc/toggle_traits(obj/item/I, mob/living/user) return /datum/enchantment/lightning name = "lightning" desc = "this blade conducts arcane energy to arc between its victims. It also makes the user immune to shocks." // the damage of the first lighting arc. power = 20 cooldown = 3 SECONDS /datum/enchantment/lightning/on_gain(obj/item/melee/spellblade/S, mob/living/user) ..() RegisterSignal(S, list(COMSIG_ITEM_PICKUP, COMSIG_ITEM_DROPPED), PROC_REF(toggle_traits)) if(user) toggle_traits(S, user) /datum/enchantment/lightning/on_hit(mob/living/target, mob/living/user, proximity, obj/item/melee/spellblade/S) . = ..() if(.) zap(target, user, list(user), power) /datum/enchantment/lightning/toggle_traits(obj/item/I, mob/living/user) var/enchant_ID = UID(src) // so it only removes the traits applied by this specific enchant. if(applied_traits) REMOVE_TRAIT(user, TRAIT_SHOCKIMMUNE, "[enchant_ID]") else ADD_TRAIT(user, TRAIT_SHOCKIMMUNE, "[enchant_ID]") applied_traits = !applied_traits /datum/enchantment/lightning/proc/zap(mob/living/target, mob/living/source, protected_mobs, voltage) source.Beam(target, "lightning[rand(1,12)]", 'icons/effects/effects.dmi', time = 2 SECONDS, maxdistance = 7, beam_type = /obj/effect/ebeam/chain) if(!target.electrocute_act(voltage, "lightning", flags = SHOCK_TESLA)) // if it fails to shock someone, break the chain return protected_mobs += target addtimer(CALLBACK(src, PROC_REF(arc), target, voltage, protected_mobs), 2.5 SECONDS) /datum/enchantment/lightning/proc/arc(mob/living/source, voltage, protected_mobs) voltage = voltage - 4 if(voltage <= 0) return for(var/mob/living/L in oview(7, get_turf(source))) if(L in protected_mobs) continue zap(L, source, protected_mobs, voltage) break /datum/enchantment/fire name = "fire" desc = "this blade ignites on striking a foe, releasing a ball of fire. It also makes the wielder immune to fire" cooldown = 8 SECONDS /datum/enchantment/fire/on_gain(obj/item/melee/spellblade/S, mob/living/user) ..() RegisterSignal(S, list(COMSIG_ITEM_PICKUP, COMSIG_ITEM_DROPPED), PROC_REF(toggle_traits)) if(user) toggle_traits(S, user) /datum/enchantment/fire/toggle_traits(obj/item/I, mob/living/user) var/enchant_ID = UID(src) // so it only removes the traits applied by this specific enchant. if(applied_traits) REMOVE_TRAIT(user, TRAIT_NOFIRE, "[enchant_ID]") REMOVE_TRAIT(user, TRAIT_RESISTHEAT, "[enchant_ID]") applied_traits = FALSE else ADD_TRAIT(user, TRAIT_RESISTHEAT, "[enchant_ID]") ADD_TRAIT(user, TRAIT_NOFIRE, "[enchant_ID]") applied_traits = TRUE /datum/enchantment/fire/on_hit(mob/living/target, mob/living/user, proximity, obj/item/melee/spellblade/S) . = ..() if(.) fireflash_s(target, 4, 8000 * power, 500) /datum/enchantment/forcewall name = "forcewall" desc = "this blade will partially shield you against attacks and stuns for a short duration after striking a foe" cooldown = 4 SECONDS /datum/enchantment/forcewall/on_hit(mob/living/target, mob/living/user, proximity, obj/item/melee/spellblade/S) . = ..() if(!.) return user.apply_status_effect(STATUS_EFFECT_FORCESHIELD) /datum/enchantment/bluespace name = "bluespace" desc = "this the fabric of space, transporting its wielder over medium distances to strike foes" cooldown = 2.5 SECONDS ranged = TRUE // the number of deciseconds of stun applied by the teleport strike power = 5 /datum/enchantment/bluespace/on_hit(mob/living/target, mob/living/user, proximity, obj/item/melee/spellblade/S) if(proximity) // don't put it on cooldown if adjacent return . = ..() if(!.) return var/turf/user_turf = get_turf(user) if(get_dist(user_turf, get_turf(target)) > 9) //blocks cameras without blocking xray or thermals return if(!((target in view(9, user)) || user.sight & SEE_MOBS)) return var/list/turfs = list() for(var/turf/T in orange(1, get_turf(target))) if(is_blocked_turf(T, TRUE)) continue turfs += T var/target_turf = pick(turfs) user_turf.Beam(target_turf, "warp_beam", time = 0.3 SECONDS) user.forceMove(target_turf) S.melee_attack_chain(user, target) target.Weaken(power) /obj/item/melee/spellblade/random power = 0.5 /obj/item/melee/spellblade/random/Initialize(mapload) . = ..() var/list/options = list(/datum/enchantment/lightning, /datum/enchantment/fire, /datum/enchantment/forcewall, /datum/enchantment/bluespace,) var/datum/enchantment/E = pick(options) add_enchantment(E, intentional = FALSE)