Files
Bubberstation/code/game/objects/items/sharpener.dm
norsvenska aefec7cb2b Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 15:47:03 -04:00

84 lines
4.1 KiB
Plaintext

/**
* # Whetstone
*
* Items used for sharpening stuff
*
* Whetstones can be used to increase an item's force, throw_force and wound_bonus and it changes its sharpness to SHARP_EDGED. Whetstones do not work with energy weapons. Two-handed weapons will only get the throw_force bonus. A whetstone can only be used once.
*
*/
/obj/item/sharpener
name = "whetstone"
icon = 'icons/obj/service/kitchen.dmi'
icon_state = "sharpener"
desc = "A block that makes things sharp."
force = 5
///Amount of uses the whetstone has. Set to -1 for functionally infinite uses.
var/uses = 1
///How much force the whetstone can add to an item.
var/increment = 4
///Maximum force sharpening items with the whetstone can result in
var/max = 30
///The prefix a whetstone applies when an item is sharpened with it
var/prefix = "sharpened"
///If TRUE, the whetstone will only sharpen already sharp items
var/requires_sharpness = TRUE
/obj/item/sharpener/attackby(obj/item/I, mob/user, params)
if(uses == 0)
to_chat(user, span_warning("The sharpening block is too worn to use again!"))
return
if(I.force >= max || I.throwforce >= max) //So the whetstone never reduces force or throw_force
to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
return
if(requires_sharpness && !I.get_sharpness())
to_chat(user, span_warning("You can only sharpen items that are already sharp, such as knives!"))
return
if(is_type_in_list(I, list(/obj/item/melee/energy, /obj/item/dualsaber))) //You can't sharpen the photons in energy meelee weapons
to_chat(user, span_warning("You don't think \the [I] will be the thing getting modified if you use it on \the [src]!"))
return
//This block is used to check more things if the item has a relevant component.
var/signal_out = SEND_SIGNAL(I, COMSIG_ITEM_SHARPEN_ACT, increment, max) //Stores the bitflags returned by SEND_SIGNAL
if(signal_out & COMPONENT_BLOCK_SHARPEN_MAXED) //If the item's components enforce more limits on maximum power from sharpening, we fail
to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
return
if(signal_out & COMPONENT_BLOCK_SHARPEN_BLOCKED)
to_chat(user, span_warning("[I] is not able to be sharpened right now!"))
return
if((signal_out & COMPONENT_BLOCK_SHARPEN_ALREADY) || (I.force > initial(I.force) && !signal_out)) //No sharpening stuff twice
to_chat(user, span_warning("[I] has already been refined before. It cannot be sharpened further!"))
return
if(!(signal_out & COMPONENT_BLOCK_SHARPEN_APPLIED)) //If the item has a relevant component and COMPONENT_BLOCK_SHARPEN_APPLIED is returned, the item only gets the throw force increase
I.force = clamp(I.force + increment, 0, max)
I.wound_bonus = I.wound_bonus + increment //wound_bonus has no cap
user.visible_message(span_notice("[user] sharpens [I] with [src]!"), span_notice("You sharpen [I], making it much more deadly than before."))
playsound(src, 'sound/items/unsheath.ogg', 25, TRUE)
I.sharpness = SHARP_EDGED //When you whetstone something, it becomes an edged weapon, even if it was previously dull or pointy
I.throwforce = clamp(I.throwforce + increment, 0, max)
I.name = "[prefix] [I.name]" //This adds a prefix and a space to the item's name regardless of what the prefix is
desc = "[desc] At least, it used to."
uses-- //this doesn't cause issues because we check if uses == 0 earlier in this proc
if(uses == 0)
name = "worn out [name]" //whetstone becomes used whetstone
update_appearance()
/obj/item/sharpener/update_name()
name = "[!uses ? "worn out " : null][initial(name)]"
return ..()
/**
* # Super whetstone
*
* Extremely powerful admin-only whetstone
*
* Whetstone that adds 200 damage to an item, with the maximum force and throw_force reachable with it being 200. As with normal whetstones, energy weapons cannot be sharpened with it and two-handed weapons will only get the throw_force bonus.
*
*/
/obj/item/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 = FALSE //Super whetstones can sharpen even tooboxes