Files
Paradise/code/game/objects/items/weapons/twohanded.dm
johnsonmt88@gmail.com c930622bea 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
2012-07-26 05:21:24 +00:00

108 lines
3.4 KiB
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/*##################################################################
##################### 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.
/obj/item/weapon/twohanded
var/wielded = 0
var/force_unwielded = 0
var/force_wielded = 0
/obj/item/weapon/twohanded/proc/unwield()
wielded = 0
force = force_unwielded
name = "[initial(name)]"
update_icon()
/obj/item/weapon/twohanded/proc/wield()
wielded = 1
force = force_wielded
name = "[initial(name)] (Wielded)"
update_icon()
/obj/item/weapon/twohanded/dropped(mob/user as mob)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
/obj/item/weapon/twohanded/update_icon()
return
/obj/item/weapon/twohanded/pickup(mob/user)
unwield()
/obj/item/weapon/twohanded/attack_self(mob/user as mob)
if( istype(user,/mob/living/carbon/monkey) )
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
..()
if(wielded) //Trying to unwield it
unwield()
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
return
else //Trying to wield it
if(user.get_inactive_hand())
user << "<span class='warning'>You need your other hand to be empty</span>"
return
wield()
user << "<span class='notice'>You grab the [initial(name)] with both hands.</span>"
var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[initial(name)] - offhand"
O.desc = "Your second grip on the [initial(name)]"
user.put_in_inactive_hand(O)
return
///////////OFFHAND///////////////
/obj/item/weapon/twohanded/offhand
w_class = 5.0
icon_state = "offhand"
name = "offhand"
unwield()
del(src)
wield()
del(src)
////////////FIREAXE!//////////////
/obj/item/weapon/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
w_class = 4.0
slot_flags = SLOT_BACK
force_unwielded = 5
force_wielded = 18
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
/obj/item/weapon/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "fireaxe[wielded]"
return
/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
..()
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
var/obj/structure/window/W = A
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
if (W.dir == SOUTHWEST)
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
del(A)