Files
GS13NG/code/game/objects/items/melee/misc.dm

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/obj/item/melee
item_flags = NEEDS_PERMIT
/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_martial_melee_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(40)
return TRUE
/obj/item/melee/chainofcommand
name = "chain of command"
desc = "A tool used by great men to placate the frothing masses."
icon_state = "chain"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
force = 14
throwforce = 10
reach = 2
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
/obj/item/melee/chainofcommand/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/melee/synthetic_arm_blade
name = "synthetic arm blade"
desc = "A grotesque blade that on closer inspection seems made of synthetic flesh, it still feels like it would hurt very badly as a weapon."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
force = 20
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "impaled", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/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."
icon_state = "sabre"
item_state = "sabre"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME
force = 18
throwforce = 15
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = IS_SHARP
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
total_mass = 3.4
/obj/item/melee/sabre/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
AddElement(/datum/element/sword_point)
/obj/item/melee/sabre/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type & ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight.
return BLOCK_NONE
return ..()
/obj/item/melee/sabre/on_exit_storage(datum/component/storage/S)
var/obj/item/storage/belt/sabre/B = S.parent
if(istype(B))
playsound(B, 'sound/items/unsheath.ogg', 25, 1)
..()
/obj/item/melee/sabre/on_enter_storage(datum/component/storage/S)
var/obj/item/storage/belt/sabre/B = S.parent
if(istype(B))
playsound(B, 'sound/items/sheath.ogg', 25, 1)
..()
/obj/item/melee/sabre/get_belt_overlay()
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "sabre")
/obj/item/melee/sabre/get_worn_belt_overlay(icon_file)
return mutable_appearance(icon_file, "-sabre")
/obj/item/melee/sabre/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is trying to cut off all [user.p_their()] limbs with [src]! it looks like [user.p_theyre()] trying to commit suicide!</span>")
var/i = 0
ADD_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
if(iscarbon(user))
var/mob/living/carbon/Cuser = user
var/obj/item/bodypart/holding_bodypart = Cuser.get_holding_bodypart_of_item(src)
var/list/limbs_to_dismember
var/list/arms = list()
var/list/legs = list()
var/obj/item/bodypart/bodypart
for(bodypart in Cuser.bodyparts)
if(bodypart == holding_bodypart)
continue
if(bodypart.body_part & ARMS)
arms += bodypart
else if (bodypart.body_part & LEGS)
legs += bodypart
limbs_to_dismember = arms + legs
if(holding_bodypart)
limbs_to_dismember += holding_bodypart
var/speedbase = abs((4 SECONDS) / limbs_to_dismember.len)
for(bodypart in limbs_to_dismember)
i++
addtimer(CALLBACK(src, .proc/suicide_dismember, user, bodypart), speedbase * i)
addtimer(CALLBACK(src, .proc/manual_suicide, user), (5 SECONDS) * i)
return MANUAL_SUICIDE
/obj/item/melee/sabre/proc/suicide_dismember(mob/living/user, obj/item/bodypart/affecting)
if(!QDELETED(affecting) && affecting.dismemberable && affecting.owner == user && !QDELETED(user))
playsound(user, hitsound, 25, 1)
affecting.dismember(BRUTE)
user.adjustBruteLoss(20)
/obj/item/melee/sabre/proc/manual_suicide(mob/living/user, originally_nodropped)
if(!QDELETED(user))
user.adjustBruteLoss(200)
user.death(FALSE)
REMOVE_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
/obj/item/melee/rapier
name = "plastitanium rapier"
desc = "A thin blade made of plastitanium with a diamond tip. It appears to be coated in a persistent layer of an unknown substance."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "rapier"
item_state = "rapier"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 15
throwforce = 25
block_chance = 50
armour_penetration = 200 //Apparently this gives it the ability to pierce block
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME
w_class = WEIGHT_CLASS_BULKY
sharpness = IS_SHARP_ACCURATE //It cant be sharpend cook -_-
attack_verb = list("stabs", "punctures", "pierces", "pokes")
hitsound = 'sound/weapons/rapierhit.ogg'
total_mass = 0.4
/obj/item/melee/rapier/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 20, 65, 0)
/obj/item/melee/rapier/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type == ATTACK_TYPE_PROJECTILE)
final_block_chance = 0
return ..()
/obj/item/melee/rapier/on_exit_storage(datum/component/storage/S)
var/obj/item/storage/belt/sabre/rapier/B = S.parent
if(istype(B))
playsound(B, 'sound/items/unsheath.ogg', 25, 1)
..()
/obj/item/melee/rapier/on_enter_storage(datum/component/storage/S)
var/obj/item/storage/belt/sabre/rapier/B = S.parent
if(istype(B))
playsound(B, 'sound/items/sheath.ogg', 25, 1)
..()
/obj/item/melee/rapier/get_belt_overlay()
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "rapier")
/obj/item/melee/rapier/get_worn_belt_overlay(icon_file)
return mutable_appearance(icon_file, "-rapier")
/obj/item/melee/rapier/attack(mob/living/target, mob/living/user)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/H = target
var/loss = H.getStaminaLoss()
H.Dizzy(10)
H.adjustStaminaLoss(30)
if((loss > 40) && prob(loss)) // if above 40, roll for sleep using 1% every 1 stamina damage
H.Sleeping(180)
/obj/item/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "baton"
item_state = "classic_baton"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/stun_stam_cost_coeff = 1.25
var/hardstun_ds = TRUE
var/softstun_ds = 0
var/stam_dmg = 30
var/cooldown_check = 0 // Used internally, you don't want to modify
var/cooldown = 13 // Default wait time until can stun again.
var/stun_time_silicon = 60 // How long it stuns silicons for - 6 seconds.
var/affect_silicon = FALSE // Does it stun silicons.
var/on_sound // "On" sound, played when switching between able to stun or not.
var/on_stun_sound = "sound/effects/woodhit.ogg" // Default path to sound for when we stun.
var/stun_animation = TRUE // Do we animate the "hit" when stunning.
var/on = TRUE // Are we on or off
var/on_icon_state // What is our sprite when turned on
var/off_icon_state // What is our sprite when turned off
var/on_item_state // What is our in-hand sprite when turned on
var/force_on // Damage when on - not stunning
var/force_off // Damage when off - not stunning
var/weight_class_on // What is the new size class when turned on
/obj/item/melee/classic_baton/Initialize()
. = ..()
// Description for trying to stun when still on cooldown.
/obj/item/melee/classic_baton/proc/get_wait_description()
return
// Description for when turning their baton "on"
/obj/item/melee/classic_baton/proc/get_on_description()
. = list()
.["local_on"] = "<span class ='warning'>You extend the baton.</span>"
.["local_off"] = "<span class ='notice'>You collapse the baton.</span>"
return .
// Default message for stunning mob.
/obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
.["local"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
return .
// Default message for stunning a silicon.
/obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = "<span class='danger'>[user] pulses [target]'s sensors with the baton!</span>"
.["local"] = "<span class='danger'>You pulse [target]'s sensors with the baton!</span>"
return .
// Are we applying any special effects when we stun to carbon
/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
return
// Are we applying any special effects when we stun to silicon
/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
return
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
return ..()
if(IS_STAMCRIT(user))//CIT CHANGE - makes batons unusuable in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
return //CIT CHANGE - ditto
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
user.DefaultCombatKnockdown(60 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
else
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
if(user.a_intent != INTENT_HARM) // We don't stun if we're on harm.
if(affect_silicon)
var/list/desc = get_silicon_stun_description(target, user)
target.flash_act(affect_silicon = TRUE)
target.Stun(stun_time_silicon)
additional_effects_silicon(target, user)
user.visible_message(desc["visible"], desc["local"])
playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
if(stun_animation)
user.do_attack_animation(target)
else
..()
else
..()
return
if(!isliving(target))
return
if(user.a_intent == INTENT_HARM)
if(!..() || !iscyborg(target))
return
else
if(cooldown_check < world.time)
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS)
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(check_martial_counter(H, user))
return
var/list/desc = get_stun_description(target, user)
if(stun_animation)
user.do_attack_animation(target)
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
additional_effects_carbon(target, user)
log_combat(user, target, "stunned", src)
add_fingerprint(user)
target.visible_message(desc["visible"], desc["local"])
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = WEAKREF(user)
cooldown_check = world.time + cooldown
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_BATON_MOB_MULT))
else
var/wait_desc = get_wait_description()
if(wait_desc)
to_chat(user, wait_desc)
/obj/item/melee/classic_baton/telescopic
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "telebaton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 0
on = FALSE
on_sound = 'sound/weapons/batonextend.ogg'
on_icon_state = "telebaton_1"
off_icon_state = "telebaton_0"
on_item_state = "nullrod"
force_on = 10
force_off = 0
weight_class_on = WEIGHT_CLASS_BULKY
total_mass = TOTAL_MASS_NORMAL_ITEM
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
var/obj/item/organ/brain/B = H.getorgan(/obj/item/organ/brain)
user.visible_message("<span class='suicide'>[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear [user.p_their()] mind.</span>")
if(!on)
src.attack_self(user)
else
playsound(loc, on_sound, 50, 1)
add_fingerprint(user)
sleep(3)
if (H && !QDELETED(H))
if (B && !QDELETED(B))
H.internal_organs -= B
qdel(B)
H.spawn_gibs()
return (BRUTELOSS)
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
on = !on
var/list/desc = get_on_description()
if(on)
to_chat(user, desc["local_on"])
icon_state = on_icon_state
item_state = on_item_state
w_class = weight_class_on
force = force_on
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, desc["local_off"])
icon_state = off_icon_state
item_state = null //no sprite for concealment even when in hand
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = force_off
attack_verb = list("hit", "poked")
playsound(src.loc, on_sound, 50, 1)
add_fingerprint(user)
/obj/item/melee/classic_baton/telescopic/contractor_baton
name = "contractor baton"
desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "contractor_baton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 5
cooldown = 20
stam_dmg = 45 //4 hit stamcrit
affect_silicon = TRUE
on_sound = 'sound/weapons/contractorbatonextend.ogg'
on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
on_icon_state = "contractor_baton_1"
off_icon_state = "contractor_baton_0"
on_item_state = "contractor_baton"
force_on = 16
force_off = 5
weight_class_on = WEIGHT_CLASS_NORMAL
/obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description()
return "<span class='danger'>The baton is still charging!</span>"
/obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user)
target.Jitter(20)
target.apply_effect(EFFECT_STUTTER, 20)
target.apply_status_effect(/datum/status_effect/electrostaff, 30) //knockdown, disarm, and slowdown, the unholy triumvirate of stam combat
/obj/item/melee/supermatter_sword
name = "supermatter sword"
desc = "In a station full of bad ideas, this might just be the worst."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "supermatter_sword"
item_state = "supermatter_sword"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = null
w_class = WEIGHT_CLASS_BULKY
force = 0.001
armour_penetration = 1000
var/obj/machinery/power/supermatter_crystal/shard
var/balanced = 1
force_string = "INFINITE"
/obj/item/melee/supermatter_sword/Initialize()
. = ..()
shard = new /obj/machinery/power/supermatter_crystal(src)
qdel(shard.countdown)
shard.countdown = null
START_PROCESSING(SSobj, src)
visible_message("<span class='warning'>[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all.</span>")
/obj/item/melee/supermatter_sword/process()
if(balanced || throwing || ismob(src.loc) || isnull(src.loc))
return
if(!isturf(src.loc))
var/atom/target = src.loc
forceMove(target.loc)
consume_everything(target)
else
var/turf/T = get_turf(src)
if(!isspaceturf(T))
shard.consume_turf(T)
/obj/item/melee/supermatter_sword/afterattack(target, mob/user, proximity_flag)
. = ..()
if(user && target == user)
user.dropItemToGround(src)
if(proximity_flag)
consume_everything(target)
/obj/item/melee/supermatter_sword/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if(ismob(hit_atom))
var/mob/M = hit_atom
if(src.loc == M)
M.dropItemToGround(src)
consume_everything(hit_atom)
/obj/item/melee/supermatter_sword/pickup(user)
..()
balanced = 0
/obj/item/melee/supermatter_sword/ex_act(severity, target)
visible_message("<span class='danger'>The blast wave smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/melee/supermatter_sword/acid_act()
visible_message("<span class='danger'>The acid smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/melee/supermatter_sword/bullet_act(obj/item/projectile/P)
visible_message("<span class='danger'>[P] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything(P)
return BULLET_ACT_HIT
/obj/item/melee/supermatter_sword/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!</span>")
user.dropItemToGround(src, TRUE)
shard.Bumped(user)
/obj/item/melee/supermatter_sword/proc/consume_everything(target)
if(isnull(target))
shard.Consume()
else if(!isturf(target))
shard.Bumped(target)
else
shard.consume_turf(target)
/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
return FALSE
/obj/item/melee/curator_whip
name = "curator's whip"
desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by."
icon_state = "whip"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 15
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/whip.ogg'
/obj/item/melee/curator_whip/afterattack(target, mob/user, proximity_flag)
. = ..()
if(ishuman(target) && proximity_flag)
var/mob/living/carbon/human/H = target
H.drop_all_held_items()
H.visible_message("<span class='danger'>[user] disarms [H]!</span>", "<span class='userdanger'>[user] disarmed you!</span>")
/obj/item/melee/roastingstick
name = "advanced roasting stick"
desc = "A telescopic roasting stick with a miniature shield generator designed to ensure entry into various high-tech shielded cooking ovens and firepits."
icon_state = "roastingstick_0"
item_state = "null"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 0
attack_verb = list("hit", "poked")
var/obj/item/reagent_containers/food/snacks/sausage/held_sausage
var/static/list/ovens
var/on = FALSE
var/datum/beam/beam
total_mass = 2.5
/obj/item/melee/roastingstick/Initialize()
. = ..()
if (!ovens)
ovens = typecacheof(list(/obj/singularity, /obj/machinery/power/supermatter_crystal, /obj/structure/bonfire, /obj/structure/destructible/clockwork/massive/ratvar))
/obj/item/melee/roastingstick/attack_self(mob/user)
on = !on
if(on)
extend(user)
else
if (held_sausage)
to_chat(user, "<span class='warning'>You can't retract [src] while [held_sausage] is attached!</span>")
return
retract(user)
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
/obj/item/melee/roastingstick/attackby(atom/target, mob/user)
..()
if (istype(target, /obj/item/reagent_containers/food/snacks/sausage))
if (!on)
to_chat(user, "<span class='warning'>You must extend [src] to attach anything to it!</span>")
return
if (held_sausage)
to_chat(user, "<span class='warning'>[held_sausage] is already attached to [src]!</span>")
return
if (user.transferItemToLoc(target, src))
held_sausage = target
else
to_chat(user, "<span class='warning'>[target] doesn't seem to want to get on [src]!</span>")
update_icon()
/obj/item/melee/roastingstick/attack_hand(mob/user)
..()
if (held_sausage)
user.put_in_hands(held_sausage)
held_sausage = null
update_icon()
/obj/item/melee/roastingstick/update_overlays()
. = ..()
if (held_sausage)
. += mutable_appearance(icon, "roastingstick_sausage")
/obj/item/melee/roastingstick/proc/extend(user)
to_chat(user, "<span class ='warning'>You extend [src].</span>")
icon_state = "roastingstick_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY
/obj/item/melee/roastingstick/proc/retract(user)
to_chat(user, "<span class ='notice'>You collapse [src].</span>")
icon_state = "roastingstick_0"
item_state = null
w_class = WEIGHT_CLASS_SMALL
/obj/item/melee/roastingstick/handle_atom_del(atom/target)
if (target == held_sausage)
held_sausage = null
update_icon()
/obj/item/melee/roastingstick/afterattack(atom/target, mob/user, proximity)
. = ..()
if (!on)
return
if (is_type_in_typecache(target, ovens))
if (held_sausage && held_sausage.roasted)
to_chat("Your [held_sausage] has already been cooked.")
return
if (istype(target, /obj/singularity) && get_dist(user, target) < 10)
to_chat(user, "You send [held_sausage] towards [target].")
playsound(src, 'sound/items/rped.ogg', 50, 1)
beam = user.Beam(target,icon_state="rped_upgrade",time=100)
else if (user.Adjacent(target))
to_chat(user, "You extend [src] towards [target].")
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
else
return
if(do_after(user, 100, target = user))
finish_roasting(user, target)
else
QDEL_NULL(beam)
playsound(src, 'sound/weapons/batonextend.ogg', 50, 1)
/obj/item/melee/roastingstick/proc/finish_roasting(user, atom/target)
to_chat(user, "You finish roasting [held_sausage]")
playsound(src,'sound/items/welder2.ogg',50,1)
held_sausage.add_atom_colour(rgb(103,63,24), FIXED_COLOUR_PRIORITY)
held_sausage.name = "[target.name]-roasted [held_sausage.name]"
held_sausage.desc = "[held_sausage.desc] It has been cooked to perfection on \a [target]."
update_icon()
/obj/item/melee/cleric_mace
name = "cleric mace"
desc = "The grandson of the club, yet the grandfather of the baseball bat. Most notably used by holy orders in days past."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "mace_greyscale"
item_state = "mace_greyscale"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_EFFECTS //Material type changes the prefix as well as the color.
custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron Mace.
slot_flags = ITEM_SLOT_BELT
force = 14
w_class = WEIGHT_CLASS_BULKY
throwforce = 8
block_chance = 10
armour_penetration = 50
attack_verb = list("smacked", "struck", "cracked", "beaten")
var/overlay_state = "mace_handle"
var/mutable_appearance/overlay
/obj/item/melee/cleric_mace/Initialize()
. = ..()
overlay = mutable_appearance(icon, overlay_state)
overlay.appearance_flags = RESET_COLOR
add_overlay(overlay)