/obj/item/weapon/material/butterflyconstruction name = "unfinished concealed knife" desc = "An unfinished concealed knife, it looks like the screws need to be tightened." icon = 'icons/obj/buildingobject.dmi' icon_state = "butterflystep1" force_divisor = 0.1 thrown_force_divisor = 0.1 /obj/item/weapon/material/butterflyconstruction/attackby(obj/item/W as obj, mob/user as mob) if(W.isscrewdriver()) to_chat(user, "You finish the concealed blade weapon.") new /obj/item/weapon/material/knife/butterfly(user.loc, material.name) qdel(src) return /obj/item/weapon/material/butterflyblade name = "knife blade" desc = "A knife blade. Unusable as a weapon without a grip." icon = 'icons/obj/buildingobject.dmi' icon_state = "butterfly2" force_divisor = 0.1 thrown_force_divisor = 0.1 /obj/item/weapon/material/butterflyhandle name = "concealed knife grip" desc = "A plasteel grip with screw fittings for a blade." icon = 'icons/obj/buildingobject.dmi' icon_state = "butterfly1" force_divisor = 0.1 thrown_force_divisor = 0.1 /obj/item/weapon/material/butterflyhandle/attackby(obj/item/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/material/butterflyblade)) var/obj/item/weapon/material/butterflyblade/B = W to_chat(user, "You attach the two concealed blade parts.") var/finished = new /obj/item/weapon/material/butterflyconstruction(user.loc, B.material.name) qdel(W) qdel(src) user.put_in_hands(finished) return /obj/item/weapon/material/wirerod name = "wired rod" desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit." icon_state = "wiredrod" item_state = "rods" flags = CONDUCT force = 8 throwforce = 10 w_class = 3 attack_verb = list("hit", "bludgeoned", "whacked", "bonked") force_divisor = 0.1 thrown_force_divisor = 0.1 /obj/item/weapon/material/wirerod/attackby(var/obj/item/I, mob/user as mob) ..() var/obj/item/finished if(istype(I, /obj/item/weapon/material/shard) || istype(I, /obj/item/weapon/material/spearhead)) var/obj/item/weapon/material/tmp_shard = I finished = new /obj/item/weapon/material/twohanded/spear(get_turf(user), tmp_shard.material.name) to_chat(user, "You fasten \the [I] to the top of the rod with the cable.") else if(I.iswirecutter()) finished = new /obj/item/weapon/melee/baton/cattleprod(get_turf(user)) to_chat(user, "You fasten the wirecutters to the top of the rod with the cable, prongs outward.") if(finished) user.drop_from_inventory(src,finished) user.drop_from_inventory(I,finished) //TODO: Possible better animation here. qdel(I) qdel(src) user.put_in_hands(finished) update_icon(user) /obj/item/weapon/material/shaft name = "shaft" desc = "A large stick, you could probably attach something to it." icon_state = "shaft" item_state = "rods" force = 5 throwforce = 3 w_class = 4 attack_verb = list("hit", "bludgeoned", "whacked", "bonked") force_divisor = 0.1 thrown_force_divisor = 0.1 default_material = "wood" /obj/item/weapon/material/shaft/attackby(var/obj/item/I, mob/user as mob) ..() var/obj/item/finished if(istype(I, /obj/item/weapon/material/spearhead)) var/obj/item/weapon/material/spearhead/tip = I finished = new /obj/item/weapon/material/twohanded/pike(get_turf(user), tip.material.name) to_chat(user, "You attach \the [I] to the top of \the [src].") if(finished) user.drop_from_inventory(src,finished) user.drop_from_inventory(I,finished) qdel(I) qdel(src) //TODO: Possible better animation here. user.put_in_hands(finished) update_icon(user) /obj/item/weapon/material/spearhead name = "spearhead" desc = "A pointy spearhead, not really useful without a shaft." icon_state = "spearhead" force = 5 throwforce = 5 w_class = 2 attack_verb = list("attacked", "poked") force_divisor = 0.1 thrown_force_divisor = 0.1 default_material = "steel" /obj/item/weapon/material/woodenshield name = "shield donut" desc = "A wooden disc. Unusable as a shield without metal. Don't eat this." icon = 'icons/obj/weapons.dmi' icon_state = "buckler2" force_divisor = 0.1 thrown_force_divisor = 0.1 default_material = "wood" /obj/item/weapon/material/woodenshield/attackby(var/obj/item/I, mob/user as mob) ..() var/obj/item/finished if(istype(I, /obj/item/weapon/material/shieldbits)) var/obj/item/weapon/material/woodenshield/donut = I finished = new /obj/item/weapon/shield/buckler(get_turf(user), donut.material.name) to_chat(user, "You attach \the [I] to \the [src].") if(finished) user.drop_from_inventory(src) user.drop_from_inventory(I) qdel(I) qdel(src) user.put_in_hands(finished) update_icon(user) /obj/item/weapon/material/shieldbits name = "shield fittings" desc = "A metal ring and boss, fitting for a buckler." icon = 'icons/obj/weapons.dmi' icon_state = "buckler1" force_divisor = 0.1 thrown_force_divisor = 0.1 default_material = "steel" /obj/item/woodcirclet name = "wood circlet" desc = "A small wood circlet for making a flower crown." icon = 'icons/obj/buildingobject.dmi' icon_state = "woodcirclet" item_state = "woodcirclet" w_class = ITEMSIZE_SMALL /obj/item/woodcirclet/attackby(obj/item/W as obj, mob/user as mob) var/obj/item/complete if(istype(W,/obj/item/seeds/poppyseed)) to_chat(user, "You attach the poppy to the circlet and create a beautiful flower crown.") complete = new /obj/item/clothing/head/poppy_crown(get_turf(user)) user.drop_from_inventory(W) user.drop_from_inventory(src) qdel(W) qdel(src) user.put_in_hands(complete) return else if(istype(W,/obj/item/seeds/sunflowerseed)) to_chat(user, "You attach the sunflower to the circlet and create a beautiful flower crown.") complete = new /obj/item/clothing/head/sunflower_crown(get_turf(user)) user.drop_from_inventory(W) user.drop_from_inventory(src) qdel(W) qdel(src) user.put_in_hands(complete) return else if(istype(W,/obj/item/seeds/harebell)) to_chat(user, "You attach the harebell to the circlet and create a beautiful flower crown.") complete = new /obj/item/clothing/head/lavender_crown(get_turf(user)) user.drop_from_inventory(W) user.drop_from_inventory(src) qdel(W) qdel(src) user.put_in_hands(complete) return