mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-28 06:28:01 +01:00
Merge branch 'dev' into ofResearchAndPrototypes
Conflicts: code/game/objects/items/stacks/sheets/glass.dm code/game/objects/items/stacks/sheets/leather.dm code/game/objects/items/stacks/sheets/mineral.dm code/game/objects/items/stacks/sheets/sheet_types.dm code/game/objects/items/weapons/kitchen.dm code/modules/hydroponics/trays/tray_tools.dm code/modules/research/circuitprinter.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm
This commit is contained in:
@@ -0,0 +1,28 @@
|
||||
/obj/item/weapon/material/twohanded/baseballbat
|
||||
name = "bat"
|
||||
desc = "HOME RUN!"
|
||||
icon_state = "metalbat0"
|
||||
base_icon = "metalbat"
|
||||
item_state = "metalbat"
|
||||
throwforce = 7
|
||||
attack_verb = list("smashed", "beaten", "slammed", "smacked", "struck", "battered", "bonked")
|
||||
hitsound = 'sound/weapons/genhit3.ogg'
|
||||
default_material = "wood"
|
||||
force_divisor = 1.1 // 22 when wielded with weight 20 (steel)
|
||||
unwielded_force_divisor = 0.7 // 15 when unwielded based on above.
|
||||
|
||||
//Predefined materials go here.
|
||||
/obj/item/weapon/material/twohanded/baseballbat/metal/New(var/newloc)
|
||||
..(newloc,"steel")
|
||||
|
||||
/obj/item/weapon/material/twohanded/baseballbat/uranium/New(var/newloc)
|
||||
..(newloc,"uranium")
|
||||
|
||||
/obj/item/weapon/material/twohanded/baseballbat/gold/New(var/newloc)
|
||||
..(newloc,"gold")
|
||||
|
||||
/obj/item/weapon/material/twohanded/baseballbat/platinum/New(var/newloc)
|
||||
..(newloc,"platinum")
|
||||
|
||||
/obj/item/weapon/material/twohanded/baseballbat/diamond/New(var/newloc)
|
||||
..(newloc,"diamond")
|
||||
@@ -0,0 +1,114 @@
|
||||
/obj/item/weapon/material/kitchen
|
||||
icon = 'icons/obj/kitchen.dmi'
|
||||
|
||||
/*
|
||||
* Utensils
|
||||
*/
|
||||
/obj/item/weapon/material/kitchen/utensil
|
||||
w_class = 1
|
||||
thrown_force_divisor = 1
|
||||
origin_tech = "materials=1"
|
||||
attack_verb = list("attacked", "stabbed", "poked")
|
||||
sharp = 1
|
||||
edge = 1
|
||||
force_divisor = 0.1 // 6 when wielded with hardness 60 (steel)
|
||||
thrown_force_divisor = 0.25 // 5 when thrown with weight 20 (steel)
|
||||
var/loaded //Descriptive string for currently loaded food object.
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/New()
|
||||
..()
|
||||
if (prob(60))
|
||||
src.pixel_y = rand(0, 4)
|
||||
create_reagents(5)
|
||||
return
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
||||
if(!istype(M))
|
||||
return ..()
|
||||
|
||||
if(user.a_intent != I_HELP)
|
||||
if(user.zone_sel.selecting == "head" || user.zone_sel.selecting == "eyes")
|
||||
if((CLUMSY in user.mutations) && prob(50))
|
||||
M = user
|
||||
return eyestab(M,user)
|
||||
else
|
||||
return ..()
|
||||
|
||||
if (reagents.total_volume > 0)
|
||||
reagents.trans_to_mob(M, reagents.total_volume, CHEM_INGEST)
|
||||
if(M == user)
|
||||
M.visible_message("<span class='notice'>\The [user] eats some [loaded] from \the [src].</span>")
|
||||
else
|
||||
M.visible_message("<span class='notice'>\The [user] feeds some [loaded] to \the [M] with \the [src].</span>")
|
||||
playsound(M.loc,'sound/items/eatfood.ogg', rand(10,40), 1)
|
||||
overlays.Cut()
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/fork
|
||||
name = "fork"
|
||||
desc = "It's a fork. Sure is pointy."
|
||||
icon_state = "fork"
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/fork/plastic
|
||||
default_material = "plastic"
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/spoon
|
||||
name = "spoon"
|
||||
desc = "It's a spoon. You can see your own upside-down face in it."
|
||||
icon_state = "spoon"
|
||||
attack_verb = list("attacked", "poked")
|
||||
edge = 0
|
||||
sharp = 0
|
||||
force_divisor = 0.25 //5 when wielded with weight 20 (steel)
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/spoon/plastic
|
||||
default_material = "plastic"
|
||||
|
||||
/*
|
||||
* Knives
|
||||
*/
|
||||
/obj/item/weapon/material/kitchen/utensil/knife
|
||||
name = "knife"
|
||||
desc = "Can cut through any food."
|
||||
icon_state = "knife"
|
||||
force_divisor = 0.2 // 12 when wielded with hardness 60 (steel)
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
|
||||
if ((CLUMSY in user.mutations) && prob(50))
|
||||
user << "\red You accidentally cut yourself with the [src]."
|
||||
user.take_organ_damage(20)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
|
||||
if ((CLUMSY in user.mutations) && prob(50))
|
||||
user << "\red You somehow managed to cut yourself with the [src]."
|
||||
user.take_organ_damage(20)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/knife/plastic
|
||||
default_material = "plastic"
|
||||
|
||||
/*
|
||||
* Rolling Pins
|
||||
*/
|
||||
|
||||
/obj/item/weapon/material/kitchen/rollingpin
|
||||
name = "rolling pin"
|
||||
desc = "Used to knock out the Bartender."
|
||||
icon_state = "rolling_pin"
|
||||
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
|
||||
default_material = "wood"
|
||||
force_divisor = 0.7 // 10 when wielded with weight 15 (wood)
|
||||
thrown_force_divisor = 1 // as above
|
||||
|
||||
/obj/item/weapon/material/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
|
||||
if ((CLUMSY in user.mutations) && prob(50))
|
||||
user << "\red The [src] slips out of your hand and hits your head."
|
||||
user.take_organ_damage(10)
|
||||
user.Paralyse(2)
|
||||
return
|
||||
return ..()
|
||||
@@ -0,0 +1,90 @@
|
||||
/obj/item/weapon/material/butterfly
|
||||
name = "butterfly knife"
|
||||
desc = "A basic metal blade concealed in a lightweight plasteel grip. Small enough when folded to fit in a pocket."
|
||||
icon_state = "butterflyknife"
|
||||
item_state = null
|
||||
hitsound = null
|
||||
var/active = 0
|
||||
w_class = 2
|
||||
attack_verb = list("patted", "tapped")
|
||||
force_divisor = 0.25 // 15 when wielded with hardness 60 (steel)
|
||||
thrown_force_divisor = 0.25 // 5 when thrown with weight 20 (steel)
|
||||
|
||||
/obj/item/weapon/material/butterfly/update_force()
|
||||
if(active)
|
||||
edge = 1
|
||||
sharp = 1
|
||||
..() //Updates force.
|
||||
throwforce = max(3,force-3)
|
||||
hitsound = initial(hitsound)
|
||||
icon_state += "_open"
|
||||
w_class = 3
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
else
|
||||
force = 3
|
||||
edge = 0
|
||||
sharp = 0
|
||||
hitsound = null
|
||||
icon_state = initial(icon_state)
|
||||
w_class = initial(w_class)
|
||||
attack_verb = initial(attack_verb)
|
||||
|
||||
/obj/item/weapon/material/butterfly/switchblade
|
||||
name = "switchblade"
|
||||
desc = "A classic switchblade with gold engraving. Just holding it makes you feel like a gangster."
|
||||
icon_state = "switchblade"
|
||||
unbreakable = 1
|
||||
|
||||
/obj/item/weapon/material/butterfly/attack_self(mob/user)
|
||||
active = !active
|
||||
if(active)
|
||||
user << "<span class='notice'>You flip out your [src].</span>"
|
||||
playsound(user, 'sound/weapons/flipblade.ogg', 15, 1)
|
||||
else
|
||||
user << "<span class='notice'>The butterfly knife can now be concealed.</span>"
|
||||
update_force()
|
||||
add_fingerprint(user)
|
||||
|
||||
/*
|
||||
* Kitchen knives
|
||||
*/
|
||||
/obj/item/weapon/material/knife
|
||||
name = "kitchen knife"
|
||||
icon = 'icons/obj/kitchen.dmi'
|
||||
icon_state = "knife"
|
||||
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
|
||||
flags = CONDUCT
|
||||
sharp = 1
|
||||
edge = 1
|
||||
force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 12000)
|
||||
origin_tech = "materials=1"
|
||||
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
unbreakable = 1
|
||||
|
||||
/obj/item/weapon/material/knife/suicide_act(mob/user)
|
||||
viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
|
||||
"\red <b>[user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
|
||||
"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
|
||||
return (BRUTELOSS)
|
||||
|
||||
/obj/item/weapon/material/knife/hook
|
||||
name = "meat hook"
|
||||
desc = "A sharp, metal hook what sticks into things."
|
||||
icon_state = "hook_knife"
|
||||
item_state = "hook_knife"
|
||||
|
||||
/obj/item/weapon/material/knife/ritual
|
||||
name = "ritual knife"
|
||||
desc = "The unearthly energies that once powered this blade are now dormant."
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "render"
|
||||
applies_material_colour = 0
|
||||
|
||||
/obj/item/weapon/material/knife/butch
|
||||
name = "butcher's cleaver"
|
||||
icon = 'icons/obj/kitchen.dmi'
|
||||
icon_state = "butch"
|
||||
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
|
||||
force_divisor = 0.25 // 15 when wielded with hardness 60 (steel)
|
||||
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
@@ -0,0 +1,104 @@
|
||||
// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
|
||||
// This class of weapons takes force and appearance data from a material datum.
|
||||
// They are also fragile based on material data and many can break/smash apart.
|
||||
/obj/item/weapon/material
|
||||
health = 10
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
gender = NEUTER
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
w_class = 3
|
||||
sharp = 0
|
||||
edge = 0
|
||||
|
||||
var/applies_material_colour = 1
|
||||
var/unbreakable
|
||||
var/force_divisor = 0.5
|
||||
var/thrown_force_divisor = 0.5
|
||||
var/default_material = DEFAULT_WALL_MATERIAL
|
||||
var/material/material
|
||||
|
||||
/obj/item/weapon/material/New(var/newloc, var/material_key)
|
||||
..(newloc)
|
||||
if(!material_key)
|
||||
material_key = default_material
|
||||
set_material(material_key)
|
||||
|
||||
/obj/item/weapon/material/proc/update_force()
|
||||
if(edge || sharp)
|
||||
force = material.get_edge_damage()
|
||||
else
|
||||
force = material.get_blunt_damage()
|
||||
force = round(force*force_divisor)
|
||||
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
|
||||
//spawn(1)
|
||||
// world << "[src] has force [force] and throwforce [throwforce] when made from default material [material.name]"
|
||||
|
||||
/obj/item/weapon/material/proc/set_material(var/new_material)
|
||||
material = get_material_by_name(new_material)
|
||||
if(!material)
|
||||
qdel(src)
|
||||
else
|
||||
name = "[material.display_name] [initial(name)]"
|
||||
health = round(material.integrity/10)
|
||||
if(applies_material_colour)
|
||||
color = material.icon_colour
|
||||
if(material.products_need_process())
|
||||
processing_objects |= src
|
||||
update_force()
|
||||
|
||||
/obj/item/weapon/material/Destroy()
|
||||
processing_objects -= src
|
||||
..()
|
||||
|
||||
/obj/item/weapon/material/attack()
|
||||
if(!..())
|
||||
return
|
||||
if(!unbreakable)
|
||||
if(material.is_brittle())
|
||||
health = 0
|
||||
else if(!prob(material.hardness))
|
||||
health--
|
||||
check_health()
|
||||
|
||||
/obj/item/weapon/material/proc/check_health()
|
||||
if(health<=0)
|
||||
shatter()
|
||||
|
||||
/obj/item/weapon/material/proc/shatter()
|
||||
var/turf/T = get_turf(src)
|
||||
T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
|
||||
if(istype(loc, /mob/living))
|
||||
var/mob/living/M = loc
|
||||
M.drop_from_inventory(src)
|
||||
playsound(src, "shatter", 70, 1)
|
||||
new material.shard_type(T)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/material/process()
|
||||
if(!material.radioactivity)
|
||||
return
|
||||
for(var/mob/living/L in range(1,src))
|
||||
L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
|
||||
|
||||
/obj/item/weapon/material/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > material.ignition_point)
|
||||
TemperatureAct(exposed_temperature)
|
||||
|
||||
// This might need adjustment. Will work that out later.
|
||||
/obj/item/weapon/material/proc/TemperatureAct(temperature)
|
||||
if(temperature > material.ignition_point)
|
||||
for(var/turf/simulated/floor/target_tile in range(2,loc))
|
||||
var/phoronToDeduce = temperature/30
|
||||
target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
|
||||
spawn (0) target_tile.hotspot_expose(temperature, 400)
|
||||
health -= phoronToDeduce/100
|
||||
check_health()
|
||||
|
||||
/obj/item/weapon/material/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(material.ignition_point && WT.remove_fuel(0, user))
|
||||
TemperatureAct(150)
|
||||
else
|
||||
return ..()
|
||||
@@ -0,0 +1,67 @@
|
||||
/obj/item/weapon/material/harpoon
|
||||
name = "harpoon"
|
||||
sharp = 1
|
||||
edge = 1
|
||||
desc = "Tharr she blows!"
|
||||
icon_state = "harpoon"
|
||||
item_state = "harpoon"
|
||||
force_divisor = 0.3 // 18 with hardness 60 (steel)
|
||||
attack_verb = list("jabbed","stabbed","ripped")
|
||||
|
||||
/obj/item/weapon/material/hatchet
|
||||
name = "hatchet"
|
||||
desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "hatchet"
|
||||
force_divisor = 0.2 // 12 with hardness 60 (steel)
|
||||
thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
|
||||
w_class = 2
|
||||
sharp = 1
|
||||
edge = 1
|
||||
origin_tech = "materials=2;combat=1"
|
||||
attack_verb = list("chopped", "torn", "cut")
|
||||
applies_material_colour = 0
|
||||
|
||||
/obj/item/weapon/material/hatchet/unathiknife
|
||||
name = "duelling knife"
|
||||
desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "unathiknife"
|
||||
attack_verb = list("ripped", "torn", "cut")
|
||||
|
||||
/obj/item/weapon/material/hatchet/tacknife
|
||||
name = "tactical knife"
|
||||
desc = "You'd be killing loads of people if this was Medal of Valor: Heroes of Nyx."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "tacknife"
|
||||
item_state = "knife"
|
||||
attack_verb = list("stabbed", "chopped", "cut")
|
||||
applies_material_colour = 1
|
||||
|
||||
/obj/item/weapon/material/minihoe // -- Numbers
|
||||
name = "mini hoe"
|
||||
desc = "It's used for removing weeds or scratching your back."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "hoe"
|
||||
item_state = "hoe"
|
||||
flags = CONDUCT | NOBLUDGEON
|
||||
force_divisor = 0.25 // 5 with weight 20 (steel)
|
||||
thrown_force_divisor = 0.25 // as above
|
||||
w_class = 2
|
||||
attack_verb = list("slashed", "sliced", "cut", "clawed")
|
||||
|
||||
/obj/item/weapon/material/scythe
|
||||
icon_state = "scythe0"
|
||||
name = "scythe"
|
||||
desc = "A sharp and curved blade on a long fibremetal handle, this tool makes it easy to reap what you sow."
|
||||
force_divisor = 0.275 // 16 with hardness 60 (steel)
|
||||
thrown_force_divisor = 0.25 // 5 with weight 20 (steel)
|
||||
sharp = 1
|
||||
edge = 1
|
||||
throw_speed = 1
|
||||
throw_range = 3
|
||||
w_class = 4
|
||||
flags = NOSHIELD
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "materials=2;combat=2"
|
||||
attack_verb = list("chopped", "sliced", "cut", "reaped")
|
||||
@@ -0,0 +1,89 @@
|
||||
// Glass shards
|
||||
|
||||
/obj/item/weapon/material/shard
|
||||
name = "shard"
|
||||
icon = 'icons/obj/shards.dmi'
|
||||
desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass)
|
||||
icon_state = "large"
|
||||
sharp = 1
|
||||
edge = 1
|
||||
w_class = 2
|
||||
force_divisor = 0.2 // 6 with hardness 30 (glass)
|
||||
thrown_force_divisor = 0.4 // 4 with weight 15 (glass)
|
||||
item_state = "shard-glass"
|
||||
attack_verb = list("stabbed", "slashed", "sliced", "cut")
|
||||
default_material = "glass"
|
||||
unbreakable = 1 //It's already broken.
|
||||
|
||||
/obj/item/weapon/material/shard/suicide_act(mob/user)
|
||||
viewers(user) << pick("\red <b>[user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</b>", \
|
||||
"\red <b>[user] is slitting \his throat with \the [src]! It looks like \he's trying to commit suicide.</b>")
|
||||
return (BRUTELOSS)
|
||||
|
||||
/obj/item/weapon/material/shard/set_material(var/new_material)
|
||||
..(new_material)
|
||||
if(!istype(material))
|
||||
return
|
||||
|
||||
icon_state = "[material.shard_icon][pick("large", "medium", "small")]"
|
||||
pixel_x = rand(-8, 8)
|
||||
pixel_y = rand(-8, 8)
|
||||
update_icon()
|
||||
|
||||
if(material.shard_type)
|
||||
name = "[material.display_name] [material.shard_type]"
|
||||
desc = "A small piece of [material.display_name]. It looks sharp, you wouldn't want to step on it barefoot. Could probably be used as ... a throwing weapon?"
|
||||
switch(material.shard_type)
|
||||
if(SHARD_SPLINTER, SHARD_SHRAPNEL)
|
||||
gender = PLURAL
|
||||
else
|
||||
gender = NEUTER
|
||||
else
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/material/shard/update_icon()
|
||||
if(material)
|
||||
color = material.icon_colour
|
||||
// 1-(1-x)^2, so that glass shards with 0.3 opacity end up somewhat visible at 0.51 opacity
|
||||
alpha = 255 * (1 - (1 - material.opacity)*(1 - material.opacity))
|
||||
else
|
||||
color = "#ffffff"
|
||||
alpha = 255
|
||||
|
||||
/obj/item/weapon/material/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/weldingtool) && material.shard_can_repair)
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user))
|
||||
material.place_sheet(loc)
|
||||
qdel(src)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/material/shard/Crossed(AM as mob|obj)
|
||||
if(ismob(AM))
|
||||
var/mob/M = AM
|
||||
M << "\red <B>You step on \the [src]!</B>"
|
||||
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
if(H.species.flags & IS_SYNTHETIC || (H.species.siemens_coefficient<0.5)) //Thick skin.
|
||||
return
|
||||
|
||||
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
|
||||
var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
|
||||
if(affecting.status & ORGAN_ROBOT)
|
||||
return
|
||||
if(affecting.take_damage(5, 0))
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
if(!(H.species && (H.species.flags & NO_PAIN)))
|
||||
H.Weaken(3)
|
||||
..()
|
||||
|
||||
// Preset types - left here for the code that uses them
|
||||
/obj/item/weapon/material/shard/shrapnel/New(loc)
|
||||
..(loc, "steel")
|
||||
|
||||
/obj/item/weapon/material/shard/phoron/New(loc)
|
||||
..(loc, "phoron glass")
|
||||
@@ -0,0 +1,30 @@
|
||||
/obj/item/weapon/material/sword
|
||||
name = "claymore"
|
||||
desc = "What are you standing around staring at this for? Get to killing!"
|
||||
icon_state = "claymore"
|
||||
item_state = "claymore"
|
||||
slot_flags = SLOT_BELT
|
||||
force_divisor = 0.7 // 42 when wielded with hardnes 60 (steel)
|
||||
thrown_force_divisor = 0.5 // 10 when thrown with weight 20 (steel)
|
||||
sharp = 1
|
||||
edge = 1
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
|
||||
/obj/item/weapon/material/sword/IsShield()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/material/sword/suicide_act(mob/user)
|
||||
viewers(user) << "<span class='danger'>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</span>"
|
||||
return(BRUTELOSS)
|
||||
|
||||
/obj/item/weapon/material/sword/katana
|
||||
name = "katana"
|
||||
desc = "Woefully underpowered in D20. This one looks pretty sharp."
|
||||
icon_state = "katana"
|
||||
item_state = "katana"
|
||||
slot_flags = SLOT_BELT | SLOT_BACK
|
||||
|
||||
/obj/item/weapon/material/sword/katana/suicide_act(mob/user)
|
||||
viewers(user) << "<span class='danger'>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>"
|
||||
return(BRUTELOSS)
|
||||
@@ -0,0 +1,24 @@
|
||||
/obj/item/weapon/material/star
|
||||
name = "shuriken"
|
||||
desc = "A sharp, perfectly weighted piece of metal."
|
||||
icon_state = "star"
|
||||
force_divisor = 0.1 // 6 with hardness 60 (steel)
|
||||
thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
|
||||
throw_speed = 10
|
||||
throw_range = 15
|
||||
sharp = 1
|
||||
edge = 1
|
||||
|
||||
/obj/item/weapon/material/star/New()
|
||||
..()
|
||||
src.pixel_x = rand(-12, 12)
|
||||
src.pixel_y = rand(-12, 12)
|
||||
|
||||
/obj/item/weapon/material/star/throw_impact(atom/hit_atom)
|
||||
..()
|
||||
if(material.radioactivity>0 && istype(hit_atom,/mob/living))
|
||||
var/mob/living/M = hit_atom
|
||||
M.adjustToxLoss(rand(20,40))
|
||||
|
||||
/obj/item/weapon/material/star/ninja
|
||||
default_material = "uranium"
|
||||
@@ -0,0 +1,234 @@
|
||||
/* Two-handed Weapons
|
||||
* Contains:
|
||||
* Twohanded
|
||||
* Fireaxe
|
||||
* Double-Bladed Energy Swords
|
||||
*/
|
||||
|
||||
/*##################################################################
|
||||
##################### 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/weapon/material/twohanded
|
||||
w_class = 4
|
||||
var/wielded = 0
|
||||
var/force_wielded = 0
|
||||
var/force_unwielded
|
||||
var/wieldsound = null
|
||||
var/unwieldsound = null
|
||||
var/base_icon
|
||||
var/base_name
|
||||
var/unwielded_force_divisor = 0.25
|
||||
|
||||
/obj/item/weapon/material/twohanded/proc/unwield()
|
||||
wielded = 0
|
||||
force = force_unwielded
|
||||
name = "[base_name]"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/material/twohanded/proc/wield()
|
||||
wielded = 1
|
||||
force = force_wielded
|
||||
name = "[base_name] (Wielded)"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/material/twohanded/update_force()
|
||||
base_name = name
|
||||
if(sharp || edge)
|
||||
force_wielded = material.get_edge_damage()
|
||||
else
|
||||
force_wielded = material.get_blunt_damage()
|
||||
force_wielded = round(force_wielded*force_divisor)
|
||||
force_unwielded = round(force_wielded*unwielded_force_divisor)
|
||||
force = force_unwielded
|
||||
throwforce = round(force*thrown_force_divisor)
|
||||
//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
|
||||
|
||||
/obj/item/weapon/material/twohanded/New()
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/material/twohanded/mob_can_equip(M as mob, slot)
|
||||
//Cannot equip wielded items.
|
||||
if(wielded)
|
||||
M << "<span class='warning'>Unwield the [base_name] first!</span>"
|
||||
return 0
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/material/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/material/twohanded/O = user.get_inactive_hand()
|
||||
if(istype(O))
|
||||
O.unwield()
|
||||
return unwield()
|
||||
|
||||
/obj/item/weapon/material/twohanded/update_icon()
|
||||
icon_state = "[base_icon][wielded]"
|
||||
item_state = icon_state
|
||||
|
||||
/obj/item/weapon/material/twohanded/pickup(mob/user)
|
||||
unwield()
|
||||
|
||||
/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
|
||||
|
||||
..()
|
||||
|
||||
if(istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(H.species.is_small)
|
||||
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
if(wielded) //Trying to unwield it
|
||||
unwield()
|
||||
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
|
||||
if (src.unwieldsound)
|
||||
playsound(src.loc, unwieldsound, 50, 1)
|
||||
|
||||
var/obj/item/weapon/material/twohanded/offhand/O = user.get_inactive_hand()
|
||||
if(O && istype(O))
|
||||
O.unwield()
|
||||
|
||||
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 [base_name] with both hands.</span>"
|
||||
if (src.wieldsound)
|
||||
playsound(src.loc, wieldsound, 50, 1)
|
||||
|
||||
var/obj/item/weapon/material/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
|
||||
O.name = "[base_name] - offhand"
|
||||
O.desc = "Your second grip on the [base_name]."
|
||||
user.put_in_inactive_hand(O)
|
||||
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
H.update_inv_l_hand()
|
||||
H.update_inv_r_hand()
|
||||
|
||||
return
|
||||
|
||||
///////////OFFHAND///////////////
|
||||
/obj/item/weapon/material/twohanded/offhand
|
||||
w_class = 5
|
||||
icon_state = "offhand"
|
||||
name = "offhand"
|
||||
default_material = "placeholder"
|
||||
|
||||
/obj/item/weapon/material/twohanded/offhand/unwield()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/material/twohanded/offhand/wield()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/material/twohanded/offhand/update_icon()
|
||||
return
|
||||
|
||||
/*
|
||||
* Fireaxe
|
||||
*/
|
||||
/obj/item/weapon/material/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
|
||||
icon_state = "fireaxe0"
|
||||
base_icon = "fireaxe"
|
||||
name = "fire axe"
|
||||
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
|
||||
unwielded_force_divisor = 0.25
|
||||
force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
|
||||
sharp = 1
|
||||
edge = 1
|
||||
w_class = 4.0
|
||||
slot_flags = SLOT_BACK
|
||||
force_wielded = 30
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
applies_material_colour = 0
|
||||
|
||||
/obj/item/weapon/material/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
..()
|
||||
if(A && wielded)
|
||||
if(istype(A,/obj/structure/window))
|
||||
var/obj/structure/window/W = A
|
||||
W.shatter()
|
||||
else if(istype(A,/obj/structure/grille))
|
||||
qdel(A)
|
||||
else if(istype(A,/obj/effect/plant))
|
||||
var/obj/effect/plant/P = A
|
||||
P.die_off()
|
||||
|
||||
/*
|
||||
/*
|
||||
* Double-Bladed Energy Swords - Cheridan
|
||||
*/
|
||||
// Not sure what to do with this one, it won't work nicely with the material system,
|
||||
// but I don't want to copypaste all the twohanded procs..
|
||||
/obj/item/weapon/material/twohanded/dualsaber
|
||||
icon_state = "dualsaber0"
|
||||
base_icon = "dualsaber"
|
||||
name = "double-bladed energy sword"
|
||||
desc = "Handle with care."
|
||||
force = 3
|
||||
throwforce = 5.0
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
w_class = 2.0
|
||||
force_wielded = 30
|
||||
wieldsound = 'sound/weapons/saberon.ogg'
|
||||
unwieldsound = 'sound/weapons/saberoff.ogg'
|
||||
flags = NOSHIELD
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
sharp = 1
|
||||
edge = 1
|
||||
applies_material_colour = 0
|
||||
|
||||
/obj/item/weapon/material/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
|
||||
..()
|
||||
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
|
||||
user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
|
||||
user.take_organ_damage(20,25)
|
||||
return
|
||||
if((wielded) && prob(50))
|
||||
spawn(0)
|
||||
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
|
||||
user.set_dir(i)
|
||||
sleep(1)
|
||||
|
||||
/obj/item/weapon/material/twohanded/dualsaber/IsShield()
|
||||
if(wielded)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
*/
|
||||
|
||||
//spears, bay edition
|
||||
/obj/item/weapon/material/twohanded/spear
|
||||
icon_state = "spearglass0"
|
||||
base_icon = "spearglass"
|
||||
name = "spear"
|
||||
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
|
||||
force = 10
|
||||
w_class = 4.0
|
||||
slot_flags = SLOT_BACK
|
||||
force_wielded = 0.75 // 22 when wielded with hardness 15 (glass)
|
||||
unwielded_force_divisor = 0.65 // 14 when unwielded based on above
|
||||
thrown_force_divisor = 1.5 // 20 when thrown with weight 15 (glass)
|
||||
throw_speed = 3
|
||||
edge = 1
|
||||
sharp = 1
|
||||
flags = NOSHIELD
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
|
||||
default_material = "glass"
|
||||
@@ -0,0 +1,234 @@
|
||||
/* Two-handed Weapons
|
||||
* Contains:
|
||||
* Twohanded
|
||||
* Fireaxe
|
||||
* Double-Bladed Energy Swords
|
||||
*/
|
||||
|
||||
/*##################################################################
|
||||
##################### 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/weapon/material/twohanded
|
||||
w_class = 4
|
||||
var/wielded = 0
|
||||
var/force_wielded = 0
|
||||
var/force_unwielded
|
||||
var/wieldsound = null
|
||||
var/unwieldsound = null
|
||||
var/base_icon
|
||||
var/base_name
|
||||
var/unwielded_force_divisor = 0.25
|
||||
|
||||
/obj/item/weapon/material/twohanded/proc/unwield()
|
||||
wielded = 0
|
||||
force = force_unwielded
|
||||
name = "[base_name]"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/material/twohanded/proc/wield()
|
||||
wielded = 1
|
||||
force = force_wielded
|
||||
name = "[base_name] (Wielded)"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/material/twohanded/update_force()
|
||||
base_name = name
|
||||
if(sharp || edge)
|
||||
force_wielded = material.get_edge_damage()
|
||||
else
|
||||
force_wielded = material.get_blunt_damage()
|
||||
force_wielded = round(force_wielded*force_divisor)
|
||||
force_unwielded = round(force_wielded*unwielded_force_divisor)
|
||||
force = force_unwielded
|
||||
throwforce = round(force*thrown_force_divisor)
|
||||
//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
|
||||
|
||||
/obj/item/weapon/material/twohanded/New()
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/material/twohanded/mob_can_equip(M as mob, slot)
|
||||
//Cannot equip wielded items.
|
||||
if(wielded)
|
||||
M << "<span class='warning'>Unwield the [base_name] first!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/material/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/material/twohanded/O = user.get_inactive_hand()
|
||||
if(istype(O))
|
||||
O.unwield()
|
||||
return unwield()
|
||||
|
||||
/obj/item/weapon/material/twohanded/update_icon()
|
||||
icon_state = "[base_icon][wielded]"
|
||||
item_state = icon_state
|
||||
|
||||
/obj/item/weapon/material/twohanded/pickup(mob/user)
|
||||
unwield()
|
||||
|
||||
/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
|
||||
|
||||
..()
|
||||
|
||||
if(istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(H.species.is_small)
|
||||
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
if(wielded) //Trying to unwield it
|
||||
unwield()
|
||||
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
|
||||
if (src.unwieldsound)
|
||||
playsound(src.loc, unwieldsound, 50, 1)
|
||||
|
||||
var/obj/item/weapon/material/twohanded/offhand/O = user.get_inactive_hand()
|
||||
if(O && istype(O))
|
||||
O.unwield()
|
||||
|
||||
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 [base_name] with both hands.</span>"
|
||||
if (src.wieldsound)
|
||||
playsound(src.loc, wieldsound, 50, 1)
|
||||
|
||||
var/obj/item/weapon/material/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
|
||||
O.name = "[base_name] - offhand"
|
||||
O.desc = "Your second grip on the [base_name]."
|
||||
user.put_in_inactive_hand(O)
|
||||
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
H.update_inv_l_hand()
|
||||
H.update_inv_r_hand()
|
||||
|
||||
return
|
||||
|
||||
///////////OFFHAND///////////////
|
||||
/obj/item/weapon/material/twohanded/offhand
|
||||
w_class = 5
|
||||
icon_state = "offhand"
|
||||
name = "offhand"
|
||||
default_material = "placeholder"
|
||||
|
||||
/obj/item/weapon/material/twohanded/offhand/unwield()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/material/twohanded/offhand/wield()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/material/twohanded/offhand/update_icon()
|
||||
return
|
||||
|
||||
/*
|
||||
* Fireaxe
|
||||
*/
|
||||
/obj/item/weapon/material/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
|
||||
icon_state = "fireaxe0"
|
||||
base_icon = "fireaxe"
|
||||
name = "fire axe"
|
||||
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
|
||||
unwielded_force_divisor = 0.25
|
||||
force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
|
||||
sharp = 1
|
||||
edge = 1
|
||||
slot_flags = SLOT_BACK
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
applies_material_colour = 0
|
||||
|
||||
/obj/item/weapon/material/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
..()
|
||||
if(A && wielded)
|
||||
if(istype(A,/obj/structure/window))
|
||||
var/obj/structure/window/W = A
|
||||
W.shatter()
|
||||
<<<<<<< HEAD:code/game/objects/items/weapons/material/twohanded.dm
|
||||
|
||||
/*
|
||||
=======
|
||||
else if(istype(A,/obj/structure/grille))
|
||||
qdel(A)
|
||||
else if(istype(A,/obj/effect/plant))
|
||||
var/obj/effect/plant/P = A
|
||||
P.die_off()
|
||||
|
||||
qdel(A)
|
||||
>>>>>>> 284d1cc1f5c67503fe0da89ce01985d73bb02038:code/game/objects/items/weapons/twohanded.dm
|
||||
/*
|
||||
* Double-Bladed Energy Swords - Cheridan
|
||||
*/
|
||||
// Not sure what to do with this one, it won't work nicely with the material system,
|
||||
// but I don't want to copypaste all the twohanded procs..
|
||||
/obj/item/weapon/material/twohanded/dualsaber
|
||||
icon_state = "dualsaber0"
|
||||
base_icon = "dualsaber"
|
||||
name = "double-bladed energy sword"
|
||||
desc = "Handle with care."
|
||||
force = 3
|
||||
throwforce = 5.0
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
w_class = 2.0
|
||||
force_wielded = 30
|
||||
wieldsound = 'sound/weapons/saberon.ogg'
|
||||
unwieldsound = 'sound/weapons/saberoff.ogg'
|
||||
flags = NOSHIELD
|
||||
origin_tech = "magnets=3;syndicate=4"
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
sharp = 1
|
||||
edge = 1
|
||||
applies_material_colour = 0
|
||||
|
||||
/obj/item/weapon/material/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
|
||||
..()
|
||||
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
|
||||
user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
|
||||
user.take_organ_damage(20,25)
|
||||
return
|
||||
if((wielded) && prob(50))
|
||||
spawn(0)
|
||||
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
|
||||
user.set_dir(i)
|
||||
sleep(1)
|
||||
|
||||
/obj/item/weapon/material/twohanded/dualsaber/IsShield()
|
||||
if(wielded)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
*/
|
||||
|
||||
//spears, bay edition
|
||||
/obj/item/weapon/material/twohanded/spear
|
||||
icon_state = "spearglass0"
|
||||
base_icon = "spearglass"
|
||||
name = "spear"
|
||||
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
|
||||
slot_flags = SLOT_BACK
|
||||
force_wielded = 0.75 // 22 when wielded with hardness 15 (glass)
|
||||
unwielded_force_divisor = 0.65 // 14 when unwielded based on above
|
||||
thrown_force_divisor = 1.5 // 20 when thrown with weight 15 (glass)
|
||||
throw_speed = 3
|
||||
edge = 1
|
||||
sharp = 1
|
||||
flags = NOSHIELD
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
|
||||
default_material = "glass"
|
||||
Reference in New Issue
Block a user