/obj/item/smithed_item name = "Debug smithed item" icon = 'icons/obj/smithing.dmi' icon_state = "debug" desc = "Debug smithed item. If you see this, notify the development team." w_class = WEIGHT_CLASS_SMALL /// The quality of the item var/datum/smith_quality/quality /// The material of the item var/datum/smith_material/material /// Is this item valid for secondary goals? var/secondary_goal_candidate = FALSE new_attack_chain = TRUE /obj/item/smithed_item/Initialize(mapload) . = ..() set_name() /obj/item/smithed_item/update_name() . = ..() set_name() /obj/item/smithed_item/proc/on_attached(mob/user, obj/item/target) return /obj/item/smithed_item/proc/on_detached(mob/user) return /obj/item/smithed_item/proc/set_stats() color = material.color_tint if((material == /datum/smith_material/uranium || istype(material, /datum/smith_material/uranium)) && quality) var/datum/component/inherent_radioactivity/radioactivity = AddComponent(/datum/component/inherent_radioactivity, 100 * quality.stat_mult, 0, 0, 1.5) START_PROCESSING(SSradiation, radioactivity) return /obj/item/smithed_item/proc/set_name() if(!quality) return if(!material) name = "[quality.name] " + name return name = "[quality.name] [material.name] [initial(name)]" /obj/item/smithed_item/examine(mob/user) . = ..() if(HAS_TRAIT(user.mind, TRAIT_SMITH)) . += "You can use ALT + Click while in-hand to determine specific statistics of this item."