/obj/item/melee/rapier name = "rapier" desc = "A gleaming steel blade with a gold handguard and inlayed with an outstanding red gem." icon = 'icons/obj/weapons_vr.dmi' icon_state = "rapier" item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi', ) force = 15 throwforce = 10 w_class = ITEMSIZE_NORMAL sharp = TRUE edge = FALSE attack_verb = list("stabbed", "lunged at", "dextrously struck", "sliced", "lacerated", "impaled", "diced", "charioted") hitsound = 'sound/weapons/bladeslice.ogg' /obj/item/melee/hammer name = "claw hammer" desc = "A simple claw hammer for hitting things or people with, and the claw part probably does something too." icon = 'icons/obj/weapons.dmi' icon_state = "claw_hammer" force = 15 throwforce = 10 w_class = ITEMSIZE_SMALL attack_verb = list("smashed", "swung at", "pummelled", "nailed", "crushed", "bonked", "hammered", "cracked") defend_chance = 0 /obj/item/melee/hammer/apply_hit_effect(mob/living/target, mob/living/user, hit_zone, attack_modifier) if(ishuman(target)) var/mob/living/carbon/human/H = target if(prob(50)) var/obj/item/organ/external/affecting = H.get_organ(hit_zone) affecting.fracture() return ..() /obj/item/melee/hammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity) if(!proximity) return ..() if(A) if(istype(A,/obj/structure/window)) var/obj/structure/window/W = A if(prob(50)) W.visible_message(span_warning("\The [W] shatters under the force of the impact!")) W.shatter() else if(istype(A,/obj/structure/barricade)) var/obj/structure/barricade/B = A if(prob(50)) B.visible_message(span_warning("\The [B] is broken apart with ease!")) B.dismantle() else if(istype(A,/obj/structure/grille)) if(prob(50)) A.visible_message(span_warning("\The [A] is smashed open!")) qdel(A)