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VOREStation/code/game/objects/items/weapons/material/swords.dm
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2024-10-02 21:10:31 +02:00

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/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, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/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, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/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