Merge pull request #14662 from KillianKirilenko/kk-wepdesc

Weapon Info on Examine
This commit is contained in:
Heroman3003
2023-03-15 04:08:50 +10:00
committed by GitHub
9 changed files with 289 additions and 10 deletions
+1
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@@ -25,6 +25,7 @@
var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/force = 0
var/can_cleave = FALSE // If true, a 'cleaving' attack will occur.
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
@@ -145,7 +145,6 @@
base_icon = "spearglass"
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
description_info = "This weapon can strike from two tiles away, and over certain objects such as tables, or other people."
force = 10
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
@@ -2,11 +2,12 @@
var/active = 0
var/active_force
var/active_throwforce
var/active_armourpen
var/active_w_class
var/active_embed_chance = 0 //In the off chance one of these is supposed to embed, you can just tweak this var
sharp = FALSE
edge = FALSE
armor_penetration = 50
armor_penetration = 0
flags = NOCONDUCT | NOBLOODY
var/lrange = 2
var/lpower = 2
@@ -54,6 +55,7 @@
embed_chance = active_embed_chance
force = active_force
throwforce = active_throwforce
armor_penetration = active_armourpen
sharp = TRUE
edge = TRUE
w_class = active_w_class
@@ -70,6 +72,7 @@
embed_chance = initial(embed_chance)
force = initial(force)
throwforce = initial(throwforce)
armor_penetration = initial(armor_penetration)
sharp = initial(sharp)
edge = initial(edge)
w_class = initial(w_class)
@@ -192,7 +195,8 @@
/obj/item/weapon/melee/energy/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to recolor it.</span>"
if(colorable)
. += "<span class='notice'>Alt-click to recolor it.</span>"
/*
* Energy Axe
@@ -206,11 +210,13 @@
lcolor = null
//active_force = 150 //holy...
active_force = 60
active_armourpen = 65
active_throwforce = 35
active_w_class = ITEMSIZE_HUGE
//force = 40
//throwforce = 25
force = 20
armor_penetration = 20
throwforce = 10
throw_speed = 1
throw_range = 5
@@ -236,6 +242,7 @@
desc = "An energised axe."
active_force = 35
active_throwforce = 20
active_armourpen = 30
force = 15
use_cell = TRUE
@@ -255,6 +262,7 @@
icon_state = "esword"
item_state = "esword"
active_force = 30
active_armourpen = 50
active_throwforce = 20
active_w_class = ITEMSIZE_LARGE
force = 3
@@ -264,8 +272,6 @@
w_class = ITEMSIZE_SMALL
flags = NOBLOODY
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
sharp = TRUE
edge = TRUE
colorable = TRUE
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = 'sound/items/pickup/sword.ogg'
@@ -344,6 +350,7 @@
icon_state = "ionrapier"
item_state = "ionrapier"
active_force = 5
active_armourpen = 80
active_throwforce = 3
active_embed_chance = 0
sharp = TRUE
@@ -383,7 +390,7 @@
name = "zero-point lance"
desc = "Designed specifically for disrupting electronics at relatively close range, however it is still capable of dealing some damage to living beings."
active_force = 20
armor_penetration = 15
active_armourpen = 15
reach = 2
/*
@@ -395,7 +402,7 @@
desc = "A small, handheld device which emits a high-energy 'blade'."
origin_tech = list(TECH_COMBAT = 5, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
active_force = 25
armor_penetration = 25
active_armourpen = 25
projectile_parry_chance = 40
colorable = TRUE
@@ -501,7 +508,7 @@
name = "energy spear"
desc = "Concentrated energy forming a sharp tip at the end of a long rod."
icon_state = "espear"
armor_penetration = 75
armor_penetration = 0
sharp = TRUE
edge = TRUE
force = 5
@@ -511,6 +518,7 @@
reach = 2
w_class = ITEMSIZE_LARGE
active_force = 25
active_armourpen = 75
active_throwforce = 30
active_w_class = ITEMSIZE_HUGE
colorable = TRUE
-1
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@@ -2,7 +2,6 @@
name = "weapon"
icon = 'icons/obj/weapons.dmi'
hitsound = "swing_hit"
var/can_cleave = FALSE // If true, a 'cleaving' attack will occur.
var/cleaving = FALSE // Used to avoid infinite cleaving.
/obj/item/weapon/Bump(mob/M as mob)