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Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years.
265 lines
9.2 KiB
Plaintext
265 lines
9.2 KiB
Plaintext
/*****************Pickaxes & Drills & Shovels****************/
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/obj/item/pickaxe
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name = "pickaxe"
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icon = 'icons/obj/mining.dmi'
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icon_state = "pickaxe"
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inhand_icon_state = "pickaxe"
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
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force = 15
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throwforce = 10
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demolition_mod = 1.15
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
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tool_behaviour = TOOL_MINING
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toolspeed = 1
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usesound = list('sound/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.ogg')
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attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
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attack_verb_simple = list("hit", "pierce", "slice", "attack")
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/obj/item/pickaxe/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] begins digging into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
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if(use_tool(user, user, 30, volume=50))
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return BRUTELOSS
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user.visible_message(span_suicide("[user] couldn't do it!"))
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return SHAME
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/obj/item/pickaxe/rusted
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name = "rusty pickaxe"
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desc = "A pickaxe that's been left to rust."
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attack_verb_continuous = list("ineffectively hits")
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attack_verb_simple = list("ineffectively hit")
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force = 1
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throwforce = 1
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/obj/item/pickaxe/mini
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name = "compact pickaxe"
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desc = "A smaller, compact version of the standard pickaxe."
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icon_state = "minipick"
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worn_icon_state = "pickaxe"
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force = 10
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throwforce = 7
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT)
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/obj/item/pickaxe/silver
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name = "silver-plated pickaxe"
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icon_state = "spickaxe"
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inhand_icon_state = "spickaxe"
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toolspeed = 0.5 //mines faster than a normal pickaxe, bought from mining vendor
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desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
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force = 17
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/obj/item/pickaxe/diamond
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name = "diamond-tipped pickaxe"
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icon_state = "dpickaxe"
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inhand_icon_state = "dpickaxe"
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toolspeed = 0.3
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desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
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force = 19
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/obj/item/pickaxe/drill
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name = "mining drill"
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icon_state = "handdrill"
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inhand_icon_state = "handdrill"
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slot_flags = ITEM_SLOT_BELT
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toolspeed = 0.6 //available from roundstart, faster than a pickaxe.
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usesound = 'sound/weapons/drill.ogg'
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hitsound = 'sound/weapons/drill.ogg'
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desc = "An electric mining drill for the especially scrawny."
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/obj/item/pickaxe/drill/cyborg
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name = "cyborg mining drill"
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desc = "An integrated electric mining drill."
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flags_1 = NONE
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/obj/item/pickaxe/drill/cyborg/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
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/obj/item/pickaxe/drill/diamonddrill
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name = "diamond-tipped mining drill"
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icon_state = "diamonddrill"
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inhand_icon_state = "diamonddrill"
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toolspeed = 0.2
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desc = "Yours is the drill that will pierce the heavens!"
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/obj/item/pickaxe/drill/cyborg/diamond //This is the BORG version!
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name = "diamond-tipped cyborg mining drill" //To inherit the NODROP_1 flag, and easier to change borg specific drill mechanics.
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icon_state = "diamonddrill"
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inhand_icon_state = "diamonddrill"
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toolspeed = 0.2
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/obj/item/pickaxe/drill/jackhammer
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name = "sonic jackhammer"
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icon_state = "jackhammer"
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inhand_icon_state = "jackhammer"
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toolspeed = 0.1 //the epitome of powertools. extremely fast mining
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usesound = 'sound/weapons/sonic_jackhammer.ogg'
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hitsound = 'sound/weapons/sonic_jackhammer.ogg'
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desc = "Cracks rocks with sonic blasts."
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/obj/item/pickaxe/improvised
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name = "improvised pickaxe"
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desc = "A pickaxe made with a knife and crowbar taped together, how does it not break?"
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icon_state = "ipickaxe"
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inhand_icon_state = "ipickaxe"
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worn_icon_state = "pickaxe"
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force = 10
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throwforce = 7
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toolspeed = 3 //3 times slower than a normal pickaxe
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //This number used to be insane and I'm just going to save your sanity and not tell you what it was.
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/obj/item/shovel
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name = "shovel"
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desc = "A large tool for digging and moving dirt."
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icon = 'icons/obj/mining.dmi'
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icon_state = "shovel"
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inhand_icon_state = "shovel"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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force = 8
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throwforce = 4
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tool_behaviour = TOOL_SHOVEL
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toolspeed = 1
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usesound = 'sound/effects/shovel_dig.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5)
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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sharpness = SHARP_EDGED
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/obj/item/shovel/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 15 SECONDS, \
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effectiveness = 40, \
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)
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//it's sharp, so it works, but barely.
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/obj/item/shovel/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] begins digging their own grave! It looks like [user.p_theyre()] trying to commit suicide!"))
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if(use_tool(user, user, 30, volume=50))
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return BRUTELOSS
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user.visible_message(span_suicide("[user] couldn't do it!"))
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return SHAME
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/obj/item/shovel/spade
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name = "spade"
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desc = "A small tool for digging and moving dirt."
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icon_state = "spade"
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inhand_icon_state = "spade"
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lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
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force = 5
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throwforce = 7
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/shovel/serrated
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name = "serrated bone shovel"
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desc = "A wicked tool that cleaves through dirt just as easily as it does flesh. The design was styled after ancient lavaland tribal designs."
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icon_state = "shovel_bone"
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worn_icon_state = "shovel_serr"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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force = 15
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throwforce = 12
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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sharpness = SHARP_EDGED
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/obj/item/trench_tool
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name = "entrenching tool"
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desc = "The multi-purpose tool you always needed."
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icon = 'icons/obj/mining.dmi'
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icon_state = "trench_tool"
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inhand_icon_state = "trench_tool"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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flags_1 = CONDUCT_1
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force = 15
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throwforce = 6
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w_class = WEIGHT_CLASS_SMALL
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tool_behaviour = TOOL_WRENCH
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toolspeed = 0.75
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usesound = 'sound/items/ratchet.ogg'
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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wound_bonus = 10
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/obj/item/trench_tool/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/trench_tool/examine(mob/user)
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. = ..()
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. += span_notice("Use in hand to switch configuration.")
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. += span_notice("It functions as a [tool_behaviour] tool.")
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. += span_danger("<i>This weapon has no random critical hits.</i>")
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/obj/item/trench_tool/update_icon_state()
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. = ..()
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switch(tool_behaviour)
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if(TOOL_WRENCH)
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icon_state = inhand_icon_state = initial(icon_state)
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if(TOOL_SHOVEL)
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icon_state = inhand_icon_state = "[initial(icon_state)]_shovel"
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if(TOOL_MINING)
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icon_state = inhand_icon_state = "[initial(icon_state)]_pick"
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/obj/item/trench_tool/attack_self(mob/user, modifiers)
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. = ..()
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if(!user)
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return
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var/list/tool_list = list(
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"Wrench" = image(icon = icon, icon_state = "trench_tool"),
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"Shovel" = image(icon = icon, icon_state = "trench_tool_shovel"),
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"Pick" = image(icon = icon, icon_state = "trench_tool_pick"),
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)
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var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
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if(!check_menu(user) || !tool_result)
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return
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switch(tool_result)
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if("Wrench")
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tool_behaviour = TOOL_WRENCH
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sharpness = NONE
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toolspeed = 0.75
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/ratchet.ogg'
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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if("Shovel")
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tool_behaviour = TOOL_SHOVEL
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sharpness = SHARP_EDGED
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toolspeed = 0.25
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w_class = WEIGHT_CLASS_NORMAL
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usesound = 'sound/effects/shovel_dig.ogg'
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attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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if("Pick")
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tool_behaviour = TOOL_MINING
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sharpness = SHARP_POINTY
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toolspeed = 0.5
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w_class = WEIGHT_CLASS_NORMAL
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usesound = 'sound/effects/picaxe1.ogg'
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attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
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attack_verb_simple = list("hit", "pierce", "slice", "attack")
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playsound(src, 'sound/items/ratchet.ogg', 50, vary = TRUE)
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update_appearance(UPDATE_ICON)
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/obj/item/trench_tool/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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