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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
235 lines
8.1 KiB
Plaintext
235 lines
8.1 KiB
Plaintext
/obj/item/material/harpoon
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name = "harpoon"
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sharp = TRUE
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edge = FALSE
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desc = "Tharr she blows!"
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icon_state = "harpoon"
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item_state = "harpoon"
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force_divisor = 0.3 // 18 with hardness 60 (steel)
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attack_verb = list("jabbed","stabbed","ripped")
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/obj/item/material/knife/machete/hatchet
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name = "hatchet"
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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."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "hatchet"
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force_divisor = 0.2 // 12 with hardness 60 (steel)
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thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
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w_class = ITEMSIZE_SMALL
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sharp = TRUE
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edge = TRUE
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
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attack_verb = list("chopped", "torn", "cut")
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applies_material_colour = 0
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drop_sound = 'sound/items/drop/axe.ogg'
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pickup_sound = 'sound/items/pickup/axe.ogg'
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/* VOREStation Removal - We have one already
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/obj/item/material/knife/machete/hatchet/stone
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name = "sharp rock"
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desc = "The secret is to bang the rocks together, guys."
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force_divisor = 0.2
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icon_state = "rock"
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item_state = "rock"
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attack_verb = list("chopped", "torn", "cut")
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/obj/item/material/knife/machete/hatchet/stone/set_material(var/new_material)
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var/old_name = name
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. = ..()
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name = old_name
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*/
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/obj/item/material/knife/machete/hatchet/unathiknife
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name = "duelling knife"
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desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "unathiknife"
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attack_verb = list("ripped", "torn", "cut")
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can_cleave = FALSE
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var/hits = 0
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/obj/item/material/knife/machete/hatchet/unathiknife/attack(mob/M as mob, mob/user as mob)
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if(hits > 0)
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return
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var/obj/item/I = user.get_inactive_hand()
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if(istype(I, /obj/item/material/knife/machete/hatchet/unathiknife))
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hits ++
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var/obj/item/W = I
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W.attack(M, user)
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W.afterattack(M, user)
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..()
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/obj/item/material/knife/machete/hatchet/unathiknife/afterattack(mob/M as mob, mob/user as mob)
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hits = initial(hits)
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..()
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/obj/item/material/minihoe // -- Numbers
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name = "mini hoe"
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desc = "It's used for removing weeds or scratching your back."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "hoe"
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force_divisor = 0.25 // 5 with weight 20 (steel)
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thrown_force_divisor = 0.25 // as above
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dulled_divisor = 0.75 //Still metal on a long pole
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w_class = ITEMSIZE_SMALL
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attack_verb = list("slashed", "sliced", "cut", "clawed")
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/obj/item/material/snow/snowball
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name = "loose packed snowball"
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desc = "A fun snowball. Throw it at your friends!"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "snowball"
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default_material = MAT_SNOW
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health = 1
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fragile = 1
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force_divisor = 0.01
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thrown_force_divisor = 0.10
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w_class = ITEMSIZE_SMALL
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attack_verb = list("mushed", "splatted", "splooshed", "splushed") // Words that totally exist.
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/obj/item/material/snow/snowball/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(user.a_intent == I_HURT)
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to_chat(user, span_notice("You smash the snowball in your hand."))
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var/atom/S = new /obj/item/stack/material/snow(user.loc)
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qdel(src)
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user.put_in_hands(S)
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else
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to_chat(user, span_notice("You start compacting the snowball."))
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if(do_after(user, 2 SECONDS, target = src))
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var/atom/S = new /obj/item/material/snow/snowball/reinforced(user.loc)
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qdel(src)
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user.put_in_hands(S)
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/obj/item/material/snow/snowball/reinforced
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name = "snowball"
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desc = "A well-formed and fun snowball. It looks kind of dangerous."
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//icon_state = "reinf-snowball"
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force_divisor = 0.20
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thrown_force_divisor = 0.25
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/obj/item/material/whip
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name = "whip"
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desc = "A tool used to discipline animals, or look cool. Mostly the latter."
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description_info = "Help - Standard attack, no modifiers.<br>\
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Disarm - Disarming strike. Attempts to disarm the target at range, similar to an unarmed disarm. Additionally, will force the target (if possible) to move away from you.<br>\
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Grab - Grappling strike. Attempts to pull the target toward you. This can also move objects.<br>\
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Harm - A standard strike with a small chance to disarm."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "whip"
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item_state = "chain"
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default_material = MAT_LEATHER
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_COMBAT = 2)
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attack_verb = list("flogged", "whipped", "lashed", "disciplined")
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force_divisor = 0.15
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thrown_force_divisor = 0.25
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reach = 2
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
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)
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/obj/item/material/whip/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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..()
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if(!proximity)
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return
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if(istype(A, /atom/movable))
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var/atom/movable/AM = A
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if(AM.anchored)
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to_chat(user, span_notice("\The [AM] won't budge."))
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return
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else
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if(!istype(AM, /obj/item))
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user.visible_message(span_warning("\The [AM] is pulled along by \the [src]!"))
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AM.Move(get_step(AM, get_dir(AM, src)))
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return
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else
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user.visible_message(span_warning("\The [AM] is snatched by \the [src]!"))
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AM.throw_at(user, reach, 0.1, user)
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/obj/item/material/whip/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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if(user.a_intent)
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switch(user.a_intent)
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if(I_HURT)
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if(prob(10) && ishuman(target) && (user.zone_sel in list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND)))
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to_chat(target, span_warning("\The [src] rips at your hands!"))
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ranged_disarm(target)
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if(I_DISARM)
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if(prob(min(90, force * 3)) && ishuman(target) && (user.zone_sel in list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND)))
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ranged_disarm(target)
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else
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target.visible_message(span_danger("\The [src] sends \the [target] stumbling away."))
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target.Move(get_step(target,get_dir(user,target)))
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if(I_GRAB)
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var/turf/STurf = get_turf(target)
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spawn(2)
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playsound(STurf, 'sound/effects/snap.ogg', 60, 1)
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target.visible_message(span_critical("\The [src] yanks \the [target] towards \the [user]!"))
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target.throw_at(get_turf(get_step(user,get_dir(user,target))), 2, 1, src)
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..()
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/obj/item/material/whip/proc/ranged_disarm(var/mob/living/carbon/human/H, var/mob/living/user)
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if(istype(H))
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var/list/holding = list(H.get_active_hand() = 40, H.get_inactive_hand() = 20)
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if(user.zone_sel in list(BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND))
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for(var/obj/item/gun/W in holding)
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if(W && prob(holding[W]))
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var/list/turfs = list()
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for(var/turf/T in view())
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turfs += T
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if(turfs.len)
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var/turf/target = pick(turfs)
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visible_message(span_danger("[H]'s [W] goes off due to \the [src]!"))
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return W.afterattack(target,H)
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if(!(H.species.flags & NO_SLIP) && prob(10) && (user.zone_sel in list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT)))
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var/armor_check = H.run_armor_check(user.zone_sel, "melee")
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H.apply_effect(3, WEAKEN, armor_check)
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if(armor_check < 60)
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visible_message(span_danger("\The [src] has tripped [H]!"))
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else
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visible_message(span_warning("\The [src] attempted to trip [H]!"))
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return
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else
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if(H.break_all_grabs(user))
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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return
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if(user.zone_sel in list(BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND))
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for(var/obj/item/I in holding)
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if(I && prob(holding[I]))
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H.drop_from_inventory(I)
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visible_message(span_danger("\The [src] has disarmed [H]!"))
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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return
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/obj/item/material/whip/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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user.visible_message(span_warning("\The [user] cracks \the [src]!"))
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playsound(src, 'sound/effects/snap.ogg', 50, 1)
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/obj/item/material/knife/machete/hatchet/stone
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name = "hatchet"
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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."
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icon = 'icons/obj/weapons_vr.dmi'
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icon_state = "stone_wood_axe"
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default_material = MAT_FLINT
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origin_tech = list()
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applies_material_colour = FALSE
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/obj/item/material/knife/machete/hatchet/stone/bone
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icon_state = "stone_bone_axe"
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