Refactors butchering to a component - item-based butchering effectiveness, speed, and chances (#35744)

* Butchering component

* auto-butchering based on toolspeed

* Gives drills their butchering back

* redoes toggles
This commit is contained in:
Ashe Higgs
2018-02-25 15:50:16 -05:00
committed by CitadelStationBot
parent 0589c06507
commit a7d5e4cdcf
29 changed files with 207 additions and 30 deletions
+8
View File
@@ -44,6 +44,10 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP
/obj/item/melee/synthetic_arm_blade/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 60, 80) //very imprecise
/obj/item/melee/sabre
name = "officer's sabre"
desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease."
@@ -63,6 +67,10 @@
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(MAT_METAL = 1000)
/obj/item/melee/sabre/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight