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b7d77d7245
* Hammers for hurting people Added a new dark variant of the squish hammer that breaks every bone in the targets body and shoots out blood. Unfortunately they will become unsquished when they fall over, but still gets a nice initial squeeze! Added a simple claw hammer weapon that I have plans for in an upcoming event. Strong melee weapon that easily breaks down windows and barricades, but also has a high chance of breaking any bones that it hits. * Just a friendly little warning to my fellow staff :)
55 lines
1.9 KiB
Plaintext
55 lines
1.9 KiB
Plaintext
/obj/item/melee/rapier
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name = "rapier"
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desc = "A gleaming steel blade with a gold handguard and inlayed with an outstanding red gem."
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icon = 'icons/obj/weapons_vr.dmi'
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icon_state = "rapier"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi',
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)
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force = 15
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throwforce = 10
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w_class = ITEMSIZE_NORMAL
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sharp = TRUE
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edge = FALSE
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attack_verb = list("stabbed", "lunged at", "dextrously struck", "sliced", "lacerated", "impaled", "diced", "charioted")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/melee/hammer
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name = "claw hammer"
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desc = "A simple claw hammer for hitting things or people with, and the claw part probably does something too."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "claw_hammer"
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force = 15
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throwforce = 10
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w_class = ITEMSIZE_SMALL
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attack_verb = list("smashed", "swung at", "pummelled", "nailed", "crushed", "bonked", "hammered", "cracked")
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defend_chance = 0
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/obj/item/melee/hammer/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone, var/attack_modifier)
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if(istype(target,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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if(prob(50))
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var/obj/item/organ/external/affecting = H.get_organ(hit_zone)
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affecting.fracture()
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return ..()
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/obj/item/melee/hammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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..()
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if(A)
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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if(prob(50))
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W.visible_message(span_warning("\The [W] shatters under the force of the impact!"))
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W.shatter()
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else if(istype(A,/obj/structure/barricade))
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var/obj/structure/barricade/B = A
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if(prob(50))
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B.visible_message(span_warning("\The [B] is broken apart with ease!"))
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B.dismantle()
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else if(istype(A,/obj/structure/grille))
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if(prob(50))
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A.visible_message(span_warning("\The [A] is smashed open!"))
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qdel(A)
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