/obj/item/material/sword name = "claymore" desc = "What are you standing around staring at this for? Get to killing!" icon_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 = TRUE edge = TRUE attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' drop_sound = 'sound/items/drop/sword.ogg' pickup_sound = 'sound/items/pickup/sword.ogg' /obj/item/material/sword/handle_shield(mob/user, damage, atom/damage_source = null, mob/attacker = null, def_zone = null, attack_text = "the attack") if(unique_parry_check(user, attacker, damage_source) && prob(50)) user.visible_message(span_danger("\The [user] parries [attack_text] with \the [src]!")) playsound(src, 'sound/weapons/punchmiss.ogg', 50, 1) return 1 return 0 /obj/item/material/sword/katana name = "katana" desc = "Woefully underpowered in D20. This one looks pretty sharp." icon_state = "katana" slot_flags = SLOT_BELT | SLOT_BACK /obj/item/material/sword/katana/caneblade name = "cane blade" desc = "Used for making people fall over instead of helping them stand up." icon_state = "caneblade" item_state = "caneblade" /obj/item/material/sword/rapier name = "rapier" desc = "A slender, fancy and sharply pointed sword." icon_state = "rapier" item_state = "rapier" slot_flags = SLOT_BELT applies_material_colour = 0 attack_verb = list("attacked", "stabbed", "prodded", "poked", "lunged") edge = 0 //rapiers are pointy, but not cutty like other swords /obj/item/material/sword/longsword name = "longsword" desc = "A double-edged large blade." icon_state = "longsword" item_state = "longsword" applies_material_colour = 0 slot_flags = SLOT_BELT | SLOT_BACK can_cleave = TRUE /obj/item/material/sword/sabre name = "sabre" desc = "A sharp curved sword, a favored weapon of pirates far in the past." icon_state = "sabre" item_state = "sabre" applies_material_colour = 0 //messes up the hilt color otherwise slot_flags = SLOT_BELT /obj/item/material/sword/battleaxe name = "battleaxe" desc = "A one handed battle axe, still a deadly weapon." icon_state = "axe" item_state = "axe" slot_flags = SLOT_BACK attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") applies_material_colour = 0 drop_sound = 'sound/items/drop/axe.ogg' pickup_sound = 'sound/items/pickup/axe.ogg' can_cleave = TRUE /obj/item/material/sword/battleaxe/handle_shield(mob/user, damage, atom/damage_source = null, mob/attacker = null, def_zone = null, attack_text = "the attack") if(unique_parry_check(user, attacker, damage_source) && prob(10)) user.visible_message(span_danger("\The [user] parries [attack_text] with \the [src]!")) playsound(src, 'sound/weapons/punchmiss.ogg', 50, 1) return 1 return 0 /obj/item/material/sword/gladius name = "gladius" desc = "An ancient short sword, designed to stab and cut." icon_state = "gladius" item_state = "gladius" applies_material_colour = 0 slot_flags = SLOT_BELT