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Paradise/code/game/objects/items/weapons/twohanded.dm

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/* Two-handed Weapons
* Contains:
* Twohanded
* Fireaxe
* Double-Bladed Energy Swords
* Spears
* Kidan spear
* Chainsaw
* Singularity hammer
* Mjolnnir
* Knighthammer
*/
/*##################################################################
##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
####################################################################*/
//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
//It also tidies stuff up elsewhere.
/*
* Twohanded
*/
/obj/item/twohanded
var/wielded = FALSE
var/force_unwielded = 0
var/force_wielded = 0
var/wieldsound = null
var/unwieldsound = null
var/sharp_when_wielded = FALSE
/obj/item/twohanded/proc/unwield(mob/living/carbon/user)
if(!wielded || !user)
return FALSE
wielded = FALSE
force = force_unwielded
if(sharp_when_wielded)
sharp = FALSE
var/sf = findtext(name," (Wielded)")
if(sf)
name = copytext(name, 1, sf)
else //something wrong
name = "[initial(name)]"
update_icon()
if(user)
user.update_inv_r_hand()
user.update_inv_l_hand()
if(isrobot(user))
to_chat(user, "<span class='notice'>You free up your module.</span>")
else
to_chat(user, "<span class='notice'>You are now carrying [name] with one hand.</span>")
if(unwieldsound)
playsound(loc, unwieldsound, 50, 1)
var/obj/item/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
return TRUE
/obj/item/twohanded/proc/wield(mob/living/carbon/user)
if(wielded)
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna.species.is_small)
to_chat(user, "<span class='warning'>It's too heavy for you to wield fully.</span>")
return FALSE
if(user.get_inactive_hand())
to_chat(user, "<span class='warning'>You need your other hand to be empty!</span>")
return FALSE
if(!user.has_both_hands())
to_chat(user, "<span class='warning'>You need both hands to wield this!</span>")
return FALSE
wielded = TRUE
force = force_wielded
if(sharp_when_wielded)
sharp = TRUE
name = "[name] (Wielded)"
update_icon()
if(user)
user.update_inv_r_hand()
user.update_inv_l_hand()
if(isrobot(user))
to_chat(user, "<span class='notice'>You dedicate your module to [src].</span>")
else
to_chat(user, "<span class='notice'>You grab [src] with both hands.</span>")
if(wieldsound)
playsound(loc, wieldsound, 50, 1)
var/obj/item/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[name] - offhand"
O.desc = "Your second grip on [src]"
user.put_in_inactive_hand(O)
return TRUE
/obj/item/twohanded/mob_can_equip(mob/M, slot) //Unwields twohanded items when they're attempted to be equipped to another slot
if(wielded)
unwield(M)
return ..()
/obj/item/twohanded/dropped(mob/user)
..()
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield(user)
return unwield(user)
/obj/item/twohanded/attack_self(mob/user)
..()
if(wielded) //Trying to unwield it
unwield(user)
else //Trying to wield it
wield(user)
/obj/item/twohanded/equip_to_best_slot(mob/M)
if(..())
unwield(M)
return
///////////OFFHAND///////////////
/obj/item/twohanded/offhand
w_class = WEIGHT_CLASS_HUGE
icon_state = "offhand"
name = "offhand"
flags = ABSTRACT
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/twohanded/offhand/unwield()
if(!QDELETED(src))
qdel(src)
/obj/item/twohanded/offhand/wield()
if(!QDELETED(src))
qdel(src)
///////////Two hand required objects///////////////
//This is for objects that require two hands to even pick up
/obj/item/twohanded/required
w_class = WEIGHT_CLASS_HUGE
/obj/item/twohanded/required/attack_self()
return
/obj/item/twohanded/required/mob_can_equip(mob/M, slot)
if(wielded && !slot_flags)
to_chat(M, "<span class='warning'>[src] is too cumbersome to carry with anything but your hands!</span>")
return FALSE
return ..()
/obj/item/twohanded/required/attack_hand(mob/user)//Can't even pick it up without both hands empty
var/obj/item/twohanded/required/H = user.get_inactive_hand()
if(get_dist(src, user) > 1)
return FALSE
if(H != null)
to_chat(user, "<span class='notice'>[src] is too cumbersome to carry in one hand!</span>")
return
if(loc != user)
wield(user)
..()
/obj/item/twohanded/required/on_give(mob/living/carbon/giver, mob/living/carbon/receiver)
var/obj/item/twohanded/required/H = receiver.get_inactive_hand()
if(H != null) //Check if he can wield it
receiver.drop_item() //Can't wear it so drop it
to_chat(receiver, "<span class='notice'>[src] is too cumbersome to carry in one hand!</span>")
return
equipped(receiver,receiver.hand ? slot_l_hand : slot_r_hand)
/obj/item/twohanded/required/equipped(mob/user, slot)
..()
if(slot == slot_l_hand || slot == slot_r_hand)
wield(user)
if(!wielded) // Drop immediately if we couldn't wield
user.unEquip(src)
to_chat(user, "<span class='notice'>[src] is too cumbersome to carry in one hand!</span>")
else
unwield(user)
/*
* Fireaxe
*/
/obj/item/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
item_state = "fireaxe0"
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
throwforce = 15
sharp = TRUE
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 5
force_wielded = 24
toolspeed = 0.25
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/crowbar.ogg'
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "fireaxe[wielded]"
..()
/obj/item/twohanded/fireaxe/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return
if(wielded) //destroys windows and grilles in one hit
if(istype(A, /obj/structure/window) || istype(A, /obj/structure/grille))
var/obj/structure/W = A
W.obj_destruction("fireaxe")
/obj/item/twohanded/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
name = "bone axe"
desc = "A large, vicious axe crafted out of several sharpened bone plates and crudely tied together. Made of monsters, by killing monsters, for killing monsters."
force_wielded = 23
needs_permit = TRUE
/obj/item/twohanded/fireaxe/boneaxe/update_icon()
icon_state = "bone_axe[wielded]"
/obj/item/twohanded/fireaxe/energized
desc = "Someone with a love for fire axes decided to turn this one into a high-powered energy weapon. Seems excessive."
force_wielded = 30
armour_penetration = 20
var/charge = 30
var/max_charge = 30
/obj/item/twohanded/fireaxe/energized/update_icon()
if(wielded)
icon_state = "fireaxe2"
else
icon_state = "fireaxe0"
/obj/item/twohanded/fireaxe/energized/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/fireaxe/energized/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/fireaxe/energized/process()
charge = min(charge + 1, max_charge)
/obj/item/twohanded/fireaxe/energized/attack(mob/M, mob/user)
. = ..()
if(wielded && charge == max_charge)
if(isliving(M))
charge = 0
playsound(loc, 'sound/magic/lightningbolt.ogg', 5, 1)
user.visible_message("<span class='danger'>[user] slams the charged axe into [M.name] with all [user.p_their()] might!</span>")
do_sparks(1, 1, src)
M.Weaken(4)
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 5, 1)
/*
* Double-Bladed Energy Swords - Cheridan
*/
/obj/item/twohanded/dualsaber
var/hacked = FALSE
var/blade_color
icon_state = "dualsaber0"
name = "double-bladed energy sword"
desc = "Handle with care."
force = 3
throwforce = 5
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/w_class_on = WEIGHT_CLASS_BULKY
force_unwielded = 3
force_wielded = 34
wieldsound = 'sound/weapons/saberon.ogg'
unwieldsound = 'sound/weapons/saberoff.ogg'
armour_penetration = 35
origin_tech = "magnets=4;syndicate=5"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
sharp_when_wielded = TRUE // only sharp when wielded
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
light_power = 2
needs_permit = TRUE
var/brightness_on = 2
var/colormap = list(red=LIGHT_COLOR_RED, blue=LIGHT_COLOR_LIGHTBLUE, green=LIGHT_COLOR_GREEN, purple=LIGHT_COLOR_PURPLE, rainbow=LIGHT_COLOR_WHITE)
/obj/item/twohanded/dualsaber/New()
..()
if(!blade_color)
blade_color = pick("red", "blue", "green", "purple")
/obj/item/twohanded/dualsaber/update_icon()
if(wielded)
icon_state = "dualsaber[blade_color][wielded]"
set_light(brightness_on, l_color=colormap[blade_color])
else
icon_state = "dualsaber0"
set_light(0)
..()
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/user)
if(HAS_TRAIT(user, TRAIT_HULK))
to_chat(user, "<span class='warning'>You grip the blade too hard and accidentally close it!</span>")
unwield()
return
..()
if(HAS_TRAIT(user, TRAIT_CLUMSY) && (wielded) && prob(40))
to_chat(user, "<span class='warning'>You twirl around a bit before losing your balance and impaling yourself on [src].</span>")
user.take_organ_damage(20, 25)
return
if((wielded) && prob(50))
INVOKE_ASYNC(src, .proc/jedi_spin, user)
/obj/item/twohanded/dualsaber/proc/jedi_spin(mob/living/user)
for(var/i in list(NORTH, SOUTH, EAST, WEST, EAST, SOUTH, NORTH, SOUTH, EAST, WEST, EAST, SOUTH))
user.setDir(i)
if(i == WEST)
user.SpinAnimation(7, 1)
sleep(1)
/obj/item/twohanded/dualsaber/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(wielded)
return ..()
return FALSE
/obj/item/twohanded/dualsaber/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE) //In case thats just so happens that it is still activated on the groud, prevents hulk from picking it up
if(wielded)
to_chat(user, "<span class='warning'>You can't pick up such a dangerous item with your meaty hands without losing fingers, better not to!</span>")
return TRUE
/obj/item/twohanded/dualsaber/green
blade_color = "green"
/obj/item/twohanded/dualsaber/red
blade_color = "red"
/obj/item/twohanded/dualsaber/purple
blade_color = "purple"
/obj/item/twohanded/dualsaber/blue
blade_color = "blue"
/obj/item/twohanded/dualsaber/unwield()
. = ..()
if(!.)
return
hitsound = "swing_hit"
w_class = initial(w_class)
/obj/item/twohanded/dualsaber/IsReflect()
if(wielded)
return TRUE
/obj/item/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds.
if(HAS_TRAIT(M, TRAIT_HULK))
to_chat(M, "<span class='warning'>You lack the grace to wield this!</span>")
return
. = ..()
if(!.)
return
hitsound = 'sound/weapons/blade1.ogg'
w_class = w_class_on
/obj/item/twohanded/dualsaber/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(!hacked)
hacked = TRUE
to_chat(user, "<span class='warning'>2XRNBW_ENGAGE</span>")
blade_color = "rainbow"
update_icon()
else
to_chat(user, "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>")
//spears
/obj/item/twohanded/spear
icon_state = "spearglass0"
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 10
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 10
force_wielded = 18
throwforce = 20
throw_speed = 4
armour_penetration = 10
materials = list(MAT_METAL = 1150, MAT_GLASS = 2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharp = TRUE
no_spin_thrown = TRUE
var/obj/item/grenade/explosive = null
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
needs_permit = TRUE
var/icon_prefix = "spearglass"
/obj/item/twohanded/spear/update_icon()
icon_state = "[icon_prefix][wielded]"
/obj/item/twohanded/spear/CheckParts(list/parts_list)
var/obj/item/shard/tip = locate() in parts_list
if(istype(tip, /obj/item/shard/plasma))
force_wielded = 19
force_unwielded = 11
throwforce = 21
icon_prefix = "spearplasma"
update_icon()
qdel(tip)
..()
/obj/item/twohanded/spear/afterattack(atom/movable/AM, mob/user, proximity)
if(!proximity)
return
if(isturf(AM)) //So you can actually melee with it
return
if(explosive && wielded)
explosive.forceMove(AM)
explosive.prime()
qdel(src)
/obj/item/twohanded/spear/throw_impact(atom/target)
. = ..()
if(explosive)
explosive.prime()
qdel(src)
/obj/item/twohanded/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
icon_state = "bone_spear0"
name = "bone spear"
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
force = 11
force_unwielded = 11
force_wielded = 20 //I have no idea how to balance
throwforce = 22
armour_penetration = 15 //Enhanced armor piercing
icon_prefix = "bone_spear"
//GREY TIDE
/obj/item/twohanded/spear/grey_tide
icon_state = "spearglass0"
name = "\improper Grey Tide"
desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
force_unwielded = 15
force_wielded = 25
throwforce = 20
throw_speed = 4
attack_verb = list("gored")
/obj/item/twohanded/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
..()
if(!proximity)
return
user.faction |= "greytide(\ref[user])"
if(isliving(AM))
var/mob/living/L = AM
if(istype (L, /mob/living/simple_animal/hostile/illusion))
return
if(!L.stat && prob(50))
var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
M.faction = user.faction.Copy()
M.attack_sound = hitsound
M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
M.GiveTarget(L)
//Putting heads on spears
/obj/item/twohanded/spear/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/organ/external/head))
if(user.unEquip(src) && user.drop_item())
to_chat(user, "<span class='notice'>You stick [I] onto the spear and stand it upright on the ground.</span>")
var/obj/structure/headspear/HS = new /obj/structure/headspear(get_turf(src))
var/matrix/M = matrix()
I.transform = M
var/image/IM = image(I.icon, I.icon_state)
IM.overlays = I.overlays.Copy()
HS.overlays += IM
I.forceMove(HS)
HS.mounted_head = I
forceMove(HS)
HS.contained_spear = src
else
return ..()
/obj/structure/headspear
name = "head on a spear"
desc = "How barbaric."
icon_state = "headspear"
density = FALSE
anchored = TRUE
var/obj/item/organ/external/head/mounted_head = null
var/obj/item/twohanded/spear/contained_spear = null
/obj/structure/headspear/Destroy()
QDEL_NULL(mounted_head)
QDEL_NULL(contained_spear)
return ..()
/obj/structure/headspear/attack_hand(mob/living/user)
user.visible_message("<span class='warning'>[user] kicks over [src]!</span>", "<span class='danger'>You kick down [src]!</span>")
playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
var/turf/T = get_turf(src)
if(contained_spear)
contained_spear.forceMove(T)
contained_spear = null
if(mounted_head)
mounted_head.forceMove(T)
mounted_head = null
qdel(src)
/obj/item/twohanded/spear/kidan
icon_state = "kidanspear0"
name = "Kidan spear"
desc = "A spear brought over from the Kidan homeworld."
// DIY CHAINSAW
/obj/item/twohanded/required/chainsaw
name = "chainsaw"
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
icon_state = "gchainsaw_off"
flags = CONDUCT
force = 13
var/force_on = 24
w_class = WEIGHT_CLASS_HUGE
throwforce = 13
throw_speed = 2
throw_range = 4
materials = list(MAT_METAL = 13000)
origin_tech = "materials=3;engineering=4;combat=2"
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
hitsound = "swing_hit"
sharp = TRUE
actions_types = list(/datum/action/item_action/startchainsaw)
var/on = FALSE
/obj/item/twohanded/required/chainsaw/attack_self(mob/user)
on = !on
to_chat(user, "As you pull the starting cord dangling from [src], [on ? "it begins to whirr." : "the chain stops moving."]")
if(on)
playsound(loc, 'sound/weapons/chainsawstart.ogg', 50, 1)
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(throwforce)
icon_state = "gchainsaw_[on ? "on" : "off"]"
if(hitsound == "swing_hit")
hitsound = 'sound/weapons/chainsaw.ogg'
else
hitsound = "swing_hit"
if(src == user.get_active_hand()) //update inhands
user.update_inv_l_hand()
user.update_inv_r_hand()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/twohanded/required/chainsaw/attack_hand(mob/user)
. = ..()
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(throwforce)
/obj/item/twohanded/required/chainsaw/on_give(mob/living/carbon/giver, mob/living/carbon/receiver)
. = ..()
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(throwforce)
/obj/item/twohanded/required/chainsaw/doomslayer
name = "OOOH BABY"
desc = "<span class='warning'>VRRRRRRR!!!</span>"
armour_penetration = 100
force_on = 30
/obj/item/twohanded/required/chainsaw/doomslayer/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)
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg','sound/weapons/bulletflyby2.ogg','sound/weapons/bulletflyby3.ogg'), 75, 1)
return TRUE
return FALSE
///CHAINSAW///
/obj/item/twohanded/chainsaw
icon_state = "chainsaw0"
name = "Chainsaw"
desc = "Perfect for felling trees or fellow spacemen."
force = 15
throwforce = 15
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_BULKY // can't fit in backpacks
force_unwielded = 15 //still pretty robust
force_wielded = 40 //you'll gouge their eye out! Or a limb...maybe even their entire body!
hitsound = null // Handled in the snowflaked attack proc
wieldsound = 'sound/weapons/chainsawstart.ogg'
hitsound = null
armour_penetration = 35
origin_tech = "materials=6;syndicate=4"
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
sharp = TRUE
/obj/item/twohanded/chainsaw/update_icon()
if(wielded)
icon_state = "chainsaw[wielded]"
else
icon_state = "chainsaw0"
..()
/obj/item/twohanded/chainsaw/attack(mob/target, mob/living/user)
if(wielded)
playsound(loc, 'sound/weapons/chainsaw.ogg', 100, 1, -1) //incredibly loud; you ain't goin' for stealth with this thing. Credit to Lonemonk of Freesound for this sound.
if(isrobot(target))
..()
return
if(!isliving(target))
return
else
target.Weaken(4)
..()
return
else
playsound(loc, "swing_hit", 50, 1, -1)
return ..()
/obj/item/twohanded/chainsaw/wield() //you can't disarm an active chainsaw, you crazy person.
. = ..()
if(.)
flags |= NODROP
/obj/item/twohanded/chainsaw/unwield()
. = ..()
if(.)
flags &= ~NODROP
// SINGULOHAMMER
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "singulohammer0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 40
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/charged = 2
origin_tech = "combat=4;bluespace=4;plasmatech=7"
/obj/item/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
if(charged < 2)
charged++
/obj/item/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "singulohammer[wielded]"
..()
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/movable/X in orange(5, pull))
if(X.move_resist == INFINITY)
continue
if(X == wielder)
continue
if((X) && (!X.anchored) && (!ishuman(X)))
step_towards(X, pull)
step_towards(X, pull)
step_towards(X, pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.Weaken(2)
step_towards(H, pull)
step_towards(H, pull)
step_towards(H, pull)
/obj/item/twohanded/singularityhammer/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return
if(wielded)
if(charged == 2)
charged = 0
if(isliving(A))
var/mob/living/Z = A
Z.take_organ_damage(20, 0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target, user)
/obj/item/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
//var/charged = 5
origin_tech = "combat=4;powerstorage=7"
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
do_sparks(5, 1, target.loc)
target.visible_message("<span class='danger'>[target] was shocked by [src]!</span>",
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>",
"<span class='danger'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
/obj/item/twohanded/mjollnir/attack(mob/M, mob/user)
..()
if(wielded)
//if(charged == 5)
//charged = 0
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(isliving(M))
M.Stun(3)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.Stun(3)
shock(L)
/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
..()
/obj/item/twohanded/knighthammer
name = "singuloth knight's hammer"
desc = "A hammer made of sturdy metal with a golden skull adorned with wings on either side of the head. <br>This weapon causes devastating damage to those it hits due to a power field sustained by a mini-singularity inside of the hammer."
icon_state = "knighthammer0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 30
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
origin_tech = "combat=5;bluespace=4"
/obj/item/twohanded/knighthammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/knighthammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/knighthammer/process()
if(charged < 5)
charged++
/obj/item/twohanded/knighthammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "knighthammer[wielded]"
..()
/obj/item/twohanded/knighthammer/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return
if(charged == 5)
charged = 0
if(isliving(A))
var/mob/living/Z = A
if(Z.health >= 1)
Z.visible_message("<span class='danger'>[Z.name] was sent flying by a blow from [src]!</span>",
"<span class='userdanger'>You feel a powerful blow connect with your body and send you flying!</span>",
"<span class='danger'>You hear something heavy impact flesh!.</span>")
var/atom/throw_target = get_edge_target_turf(Z, get_dir(src, get_step_away(Z, src)))
Z.throw_at(throw_target, 200, 4)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
else if(wielded && Z.health < 1)
Z.visible_message("<span class='danger'>[Z.name] was blown to pieces by the power of [src]!</span>",
"<span class='userdanger'>You feel a powerful blow rip you apart!</span>",
"<span class='danger'>You hear a heavy impact and the sound of ripping flesh!.</span>")
Z.gib()
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
if(wielded)
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/Z = A
Z.ex_act(2)
charged = 3
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
else if(istype(A, /obj/structure) || istype(A, /obj/mecha))
var/obj/Z = A
Z.ex_act(2)
charged = 3
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)