/* Kitchen tools * Contains: * Fork * Kitchen knives * Ritual Knife * Bloodletter * Butcher's cleaver * Combat Knife * Rolling Pins */ /obj/item/kitchen icon = 'icons/obj/kitchen.dmi' lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' /obj/item/kitchen/fork name = "fork" desc = "Pointy." icon_state = "fork" force = 4 w_class = WEIGHT_CLASS_TINY throwforce = 0 throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron=80) flags_1 = CONDUCT_1 attack_verb = list("attacked", "stabbed", "poked") hitsound = 'sound/weapons/bladeslice.ogg' armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) sharpness = SHARP_POINTY var/datum/reagent/forkload //used to eat omelette /obj/item/kitchen/fork/suicide_act(mob/living/carbon/user) user.visible_message("[user] stabs \the [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to take a bite out of [user.p_them()]self!") playsound(src, 'sound/items/eatfood.ogg', 50, 1) return BRUTELOSS /obj/item/kitchen/fork/attack(mob/living/carbon/M, mob/living/carbon/user) if(!istype(M)) return ..() if(forkload) if(M == user) M.visible_message("[user] eats a delicious forkful of omelette!") M.reagents.add_reagent(forkload.type, 1) else M.visible_message("[user] feeds [M] a delicious forkful of omelette!") M.reagents.add_reagent(forkload.type, 1) icon_state = "fork" forkload = null else if(user.zone_selected == BODY_ZONE_PRECISE_EYES) return eyestab(M,user) else return ..() /obj/item/kitchen/fork/throwing name = "throwing fork" desc = "A fork, sharpened to perfection, making it a great weapon for throwing." throwforce = 15 throw_speed = 4 throw_range = 6 embedding = list("pain_mult" = 2, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15) sharpness = SHARP_EDGED /obj/item/kitchen/knife name = "kitchen knife" icon_state = "knife" desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come." flags_1 = CONDUCT_1 force = 10 w_class = WEIGHT_CLASS_SMALL throwforce = 10 hitsound = 'sound/weapons/bladeslice.ogg' throw_speed = 3 throw_range = 6 custom_materials = list(/datum/material/iron=12000) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharpness = SHARP_POINTY armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/bayonet = FALSE //Can this be attached to a gun? wound_bonus = -5 bare_wound_bonus = 10 custom_price = PRICE_NORMAL /obj/item/kitchen/knife/Initialize() . = ..() AddComponent(/datum/component/butchering, 80 - force, 100, force - 10) //bonus chance increases depending on force /obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user) if(user.zone_selected == BODY_ZONE_PRECISE_EYES) return eyestab(M,user) else return ..() /obj/item/kitchen/knife/suicide_act(mob/user) user.visible_message(pick("[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.", \ "[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.", \ "[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.")) return (BRUTELOSS) /obj/item/kitchen/knife/ritual name = "ritual knife" desc = "The unearthly energies that once powered this blade are now dormant." icon = 'icons/obj/wizard.dmi' icon_state = "render" item_state = "knife" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL /obj/item/kitchen/knife/bloodletter name = "bloodletter" desc = "An occult looking dagger that is cold to the touch. Somehow, the flawless orb on the pommel is made entirely of liquid blood." icon = 'icons/obj/ice_moon/artifacts.dmi' icon_state = "bloodletter" w_class = WEIGHT_CLASS_NORMAL /// Bleed stacks applied when an organic mob target is hit var/bleed_stacks_per_hit = 3 /obj/item/kitchen/knife/bloodletter/afterattack(atom/target, mob/user, proximity_flag, click_parameters) . = ..() if(!isliving(target) || !proximity_flag) return var/mob/living/M = target if(!(M.mob_biotypes & MOB_ORGANIC)) return var/datum/status_effect/stacking/saw_bleed/bloodletting/B = M.has_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting) if(!B) M.apply_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting, bleed_stacks_per_hit) else B.add_stacks(bleed_stacks_per_hit) /obj/item/kitchen/knife/butcher name = "butcher's cleaver" icon_state = "butch" desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products." flags_1 = CONDUCT_1 force = 15 throwforce = 10 custom_materials = list(/datum/material/iron=18000) attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") w_class = WEIGHT_CLASS_NORMAL custom_price = PRICE_EXPENSIVE /obj/item/kitchen/knife/combat name = "combat knife" icon_state = "buckknife" item_state = "knife" desc = "A military combat utility survival knife." embedding = list("pain_mult" = 4, "embed_chance" = 65, "fall_chance" = 10, "ignore_throwspeed_threshold" = TRUE) force = 20 throwforce = 20 attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut") bayonet = TRUE /obj/item/kitchen/knife/combat/survival name = "survival knife" icon_state = "survivalknife" item_state = "knife" desc = "A hunting grade survival knife." embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10) force = 15 throwforce = 15 bayonet = TRUE /obj/item/kitchen/knife/combat/bone name = "bone dagger" item_state = "bone_dagger" icon_state = "bone_dagger" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' desc = "A sharpened bone. The bare minimum in survival." embedding = list("pain_mult" = 4, "embed_chance" = 35, "fall_chance" = 10) force = 15 throwforce = 15 custom_materials = null /obj/item/kitchen/knife/combat/bone/plastic name = "plastic knife" desc = "A plastic knife. Rather harmless to anything." force = 1 throwforce = 1 bayonet = FALSE /obj/item/kitchen/knife/combat/cyborg name = "cyborg knife" icon = 'icons/obj/items_cyborg.dmi' icon_state = "knife" desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable." /obj/item/kitchen/knife/carrotshiv name = "carrot shiv" icon_state = "carrotshiv" item_state = "carrotshiv" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' desc = "Unlike other carrots, you should probably keep this far away from your eyes." force = 8 throwforce = 12//fuck git custom_materials = null attack_verb = list("shanked", "shivved") armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/kitchen/rollingpin name = "rolling pin" desc = "Used to knock out the Bartender." icon_state = "rolling_pin" force = 8 throwforce = 5 throw_speed = 3 throw_range = 7 w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.5) attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") custom_price = PRICE_ALMOST_CHEAP /obj/item/kitchen/rollingpin/suicide_act(mob/living/carbon/user) user.visible_message("[user] begins flattening [user.p_their()] head with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!") return BRUTELOSS /* Trays moved to /obj/item/storage/bag */ /obj/item/kitchen/knife/scimitar name = "Scimitar knife" desc = "A knife used to cleanly butcher. Its razor-sharp edge has been honed for butchering, but has been poorly maintained over the years." attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/kitchen/knife/scimiar/Initialize() . = ..() AddComponent(/datum/component/butchering, 90 - force, 100, force - 60) //bonus chance increases depending on force