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
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CitadelStationBot
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0589c06507
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a7d5e4cdcf
@@ -28,6 +28,10 @@
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var/detonation_damage = 50
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var/backstab_bonus = 30
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/obj/item/twohanded/required/kinetic_crusher/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 60, 110) //technically it's huge and bulky, but this provides an incentive to use it
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/obj/item/twohanded/required/kinetic_crusher/Destroy()
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QDEL_LIST(trophies)
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return ..()
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@@ -105,6 +105,10 @@
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attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
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sharpness = IS_SHARP
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/obj/item/shovel/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 150, 40) //it's sharp, so it works, but barely.
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/obj/item/shovel/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] begins digging their own grave! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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if(use_tool(user, user, 30, volume=50))
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@@ -671,6 +671,7 @@
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spirits = list()
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START_PROCESSING(SSobj, src)
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GLOB.poi_list |= src
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AddComponent(/datum/component/butchering, 150, 90)
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/obj/item/melee/ghost_sword/Destroy()
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for(var/mob/dead/observer/G in spirits)
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