//1R1S: Malady Blanche /obj/item/material/twohanded/riding_crop/malady name = "Malady's riding crop" icon = 'icons/vore/custom_items_vr.dmi' item_icons = list( slot_l_hand_str = 'icons/vore/custom_items_left_hand_vr.dmi', slot_r_hand_str = 'icons/vore/custom_items_right_hand_vr.dmi', ) desc = "An infernum made riding crop with Malady Blanche engraved in the shaft. It's a little worn from how many butts it has spanked." /obj/item/material/twohanded/longsword w_class = ITEMSIZE_NORMAL name = "longsword" desc = "a more elegant weapon from a more civilised age" icon= 'icons/obj/weapons_vr.dmi' icon_state = "longsword" base_icon = "longsword" 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', ) item_state = "saber" unwielded_force_divisor = 0.1 force_divisor = 0.3 attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") edge = TRUE sharp = TRUE /obj/item/material/twohanded/saber/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") if (src.wielded == 1) 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/twohanded/staff w_class = ITEMSIZE_LARGE default_material = MAT_WOOD name = "staff" desc = "A sturdy length of metal or wood. A common traveler's aid mostly used for support or probing unstable ground, but also a fairly effective weapon in a pinch." description_info = "When wielded with two hands, staves can be used to parry incoming melee attacks. Being on disarm intent also grants them an added chance to stun or knock down opponents, and increases your chances of parrying an attack." icon = 'icons/obj/weapons_vr.dmi' icon_state = "mat_staff" base_icon = "mat_staff" item_state = "mat_staff" 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_wielded = 18 //a bit stronger than a stun baton force_divisor = 0.45 unwielded_force_divisor = 0.1 var/base_parry_chance = 20 var/disarm_defense = 1.5 //bonus multiplier to parry rate when in disarm stance var/stun_chance = 25 //chance to weaken an opponent when used in disarm stance only, remembering that disarm also halves damage dealt var/stun_duration = 2 attack_verb = list("struck","smashed","thumped","thrashed","beaten","slammed","battered") edge = FALSE sharp = FALSE /obj/item/material/twohanded/staff/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") var/parry_chance if(istype(damage_source, /obj/item/projectile)) //can't block ranged attacks, only melee! return 0 if(src.wielded == 1) if(user.a_intent == I_DISARM) parry_chance = base_parry_chance * disarm_defense else parry_chance = base_parry_chance if(unique_parry_check(user, attacker, damage_source) && prob(parry_chance)) 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/twohanded/staff/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone) . = ..() if(src.wielded == 1 && user.a_intent == I_DISARM && prob(stun_chance)) target.Weaken(stun_duration) user.visible_message(span_danger("\The [user] trips [target] with \the [src]!"))