/obj/item/weapon/sharpener
name = "whetstone"
icon = 'icons/obj/kitchen.dmi'
icon_state = "sharpener"
desc = "A block that makes things sharp."
var/used = 0
var/increment = 4
var/max = 30
var/prefix = "sharpened"
var/requires_sharpness = 1
/obj/item/weapon/sharpener/attackby(obj/item/I, mob/user, params)
if(used)
user << "The sharpening block is too worn to use again."
return
if(I.force >= max || I.throwforce >= max)//no esword sharpening
user << "[I] is much too powerful to sharpen further."
return
if(requires_sharpness && !I.sharpness)
user << "You can only sharpen items that are already sharp, such as knives."
return
if(istype(I, /obj/item/weapon/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
var/obj/item/weapon/twohanded/TH = I
if(TH.force_wielded >= max)
user << "[TH] is much too powerful to sharpen further."
return
if(TH.wielded)
user << "[TH] must be unwielded before it can be sharpened."
return
if(TH.force_wielded > initial(TH.force_wielded))
user << "[TH] has already been refined before. It cannot be sharpened further."
return
TH.force_wielded = Clamp(TH.force_wielded + increment, 0, max)//wieldforce is increased since normal force wont stay
if(I.force > initial(I.force))
user << "[I] has already been refined before. It cannot be sharpened further."
return
user.visible_message("[user] sharpens [I] with [src]!", "You sharpen [I], making it much more deadly than before.")
if(!requires_sharpness)
I.sharpness = IS_SHARP_ACCURATE
I.force = Clamp(I.force + increment, 0, max)
I.throwforce = Clamp(I.throwforce + increment, 0, max)
I.name = "[prefix] [I.name]"
name = "worn out [name]"
desc = "[desc] At least, it used to."
used = 1
/obj/item/weapon/sharpener/super
name = "super whetstone"
desc = "A block that will make your weapon sharper than Einstein on adderall."
increment = 200
max = 200
prefix = "super-sharpened"
requires_sharpness = 0