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Aurora.3/code/game/objects/items/weapons/improvised_components.dm
ParadoxSpace 85fe79ac11 Adds Hair Pins (#5474)
Adds (read:ports) a few hair pins, a few hair bows, more hair flower pins, and flower crowns. Make a wood circlet, then apply sunflower/poppy/harebell seeds to make a flower crown.

This PR also fixes department jackets, and finishes up by adding a sec cloak (and hos cloak) and sec jacket.
2018-11-04 00:29:12 +02:00

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/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(isscrewdriver(W))
user << "You finish the concealed blade weapon."
new /obj/item/weapon/material/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
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)
user << "<span class='notice'>You fasten \the [I] to the top of the rod with the cable.</span>"
else if(iswirecutter(I))
finished = new /obj/item/weapon/melee/baton/cattleprod(get_turf(user))
user << "<span class='notice'>You fasten the wirecutters to the top of the rod with the cable, prongs outward.</span>"
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)
user << "<span class='notice'>You attach \the [I] to the top of \the [src].</span>"
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)
user << "<span class='notice'>You attach \the [I] to \the [src].</span>"
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, "<span class='notice'>You attach the poppy to the circlet and create a beautiful flower crown.</span>")
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, "<span class='notice'>You attach the sunflower to the circlet and create a beautiful flower crown.</span>")
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, "<span class='notice'>You attach the harebell to the circlet and create a beautiful flower crown.</span>")
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