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* ddsadsa ddsadsa * moderate again * revert * medical first steps * more work * lots more work done * more progress * finished up * attack chain linter * attack chain update * attack chain work * fixes + chemist update * gives comments
49 lines
1.5 KiB
Plaintext
49 lines
1.5 KiB
Plaintext
/obj/item/smithed_item
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name = "Debug smithed item"
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icon = 'icons/obj/smithing.dmi'
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icon_state = "debug"
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desc = "Debug smithed item. If you see this, notify the development team."
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w_class = WEIGHT_CLASS_SMALL
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/// The quality of the item
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var/datum/smith_quality/quality
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/// The material of the item
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var/datum/smith_material/material
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/// Is this item valid for secondary goals?
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var/secondary_goal_candidate = FALSE
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new_attack_chain = TRUE
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/obj/item/smithed_item/Initialize(mapload)
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. = ..()
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set_name()
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/obj/item/smithed_item/update_name()
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. = ..()
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set_name()
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/obj/item/smithed_item/proc/on_attached(mob/user, obj/item/target)
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return
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/obj/item/smithed_item/proc/on_detached(mob/user)
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return
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/obj/item/smithed_item/proc/set_stats()
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color = material.color_tint
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if((material == /datum/smith_material/uranium || istype(material, /datum/smith_material/uranium)) && quality)
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var/datum/component/inherent_radioactivity/radioactivity = AddComponent(/datum/component/inherent_radioactivity, 100 * quality.stat_mult, 0, 0, 1.5)
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START_PROCESSING(SSradiation, radioactivity)
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return
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/obj/item/smithed_item/proc/set_name()
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if(!quality)
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return
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if(!material)
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name = "[quality.name] " + name
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return
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name = "[quality.name] [material.name] [initial(name)]"
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/obj/item/smithed_item/examine(mob/user)
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. = ..()
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if(HAS_TRAIT(user.mind, TRAIT_SMITH))
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. += "<span class='notice'>You can use <b>ALT + Click</b> while in-hand to determine specific statistics of this item.</span>"
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