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85 lines
2.8 KiB
Plaintext
85 lines
2.8 KiB
Plaintext
/obj/item/weapon/melee/energy
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var/active = 0
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no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
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hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
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/obj/item/weapon/melee/energy/suicide_act(mob/user)
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viewers(user) << pick("<span class='suicide'>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>", \
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"<span class='suicide'>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</span>")
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return (BRUTELOSS|FIRELOSS)
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/obj/item/weapon/melee/energy/axe
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name = "energy axe"
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desc = "An energised battle axe."
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icon_state = "axe0"
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force = 40.0
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throwforce = 25.0
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throw_speed = 1
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throw_range = 5
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w_class = 3.0
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hitsound = "swing_hit"
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flags = CONDUCT | NOSHIELD
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origin_tech = "combat=3"
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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sharp = 1
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edge = 1
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/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
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viewers(user) << "<span class='suicide'>[user] swings the [src.name] towards /his head! It looks like \he's trying to commit suicide.</span>"
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return (BRUTELOSS|FIRELOSS)
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/obj/item/weapon/melee/energy/sword
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var/hacked = 0
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var/blade_color
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color
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name = "energy sword"
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desc = "May the force be within you."
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icon_state = "sword0"
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icon_override = 'icons/mob/in-hand/swords.dmi'
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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hitsound = "swing_hit"
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flags = NOSHIELD
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origin_tech = "magnets=3;syndicate=4"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharp = 1
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edge = 1
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/obj/item/weapon/melee/energy/sword/cyborg
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var/hitcost = 250
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/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
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if(R.cell)
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var/obj/item/weapon/stock_parts/cell/C = R.cell
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if(active && !(C.use(hitcost)))
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attack_self()
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R << "<span class='notice'>It's out of charge!</span>"
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return
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//C.use(hitcost)
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..()
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return
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/obj/item/weapon/melee/energy/sword/pirate
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name = "energy cutlass"
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desc = "Arrrr matey."
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icon_state = "cutlass0"
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/obj/item/weapon/melee/energy/blade
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name = "energy blade"
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desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
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icon_state = "blade"
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force = 30.0 //Normal attacks deal esword damage
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sharp = 1
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edge = 1
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throwforce = 1//Throwing or dropping the item deletes it.
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throw_speed = 1
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throw_range = 1
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w_class = 4.0//So you can't hide it in your pocket or some such.
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flags = NOSHIELD
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/datum/effect/effect/system/spark_spread/spark_system
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