MOVING SOME LINES AROUND FOLKS

This commit is contained in:
lolman360
2020-08-24 11:44:18 +10:00
parent 40bcd3f902
commit d9f1ebd6f5
3 changed files with 7 additions and 6 deletions

View File

@@ -114,6 +114,7 @@
if(user.mind.skill_holder)
var/skillmod = user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/10 + 1
steptime = 100 / skillmod
playsound(src, 'sound/effects/clang2.ogg',20, 2)
if(!do_after(user, steptime, target = src))
return FALSE
switch(stepdone)
@@ -157,7 +158,6 @@
"<span class='notice'>You [stepdone] the metal with a loud clang!</span>")
playsound(src, 'sound/effects/clang2.ogg',20, 2)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/effects/clang2.ogg', 20, 2), 15)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/effects/clang2.ogg', 20, 2), 30)
if(length(stepsdone) >= 3)
tryfinish(user)

View File

@@ -5,6 +5,7 @@
icon = 'icons/obj/smith.dmi'
icon_state = "mace_greyscale"
item_state = "mace_greyscale"
color = null
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON //yeah ok
slot_flags = ITEM_SLOT_BELT
@@ -185,7 +186,7 @@
/obj/item/melee/smith/wakizashi
name = "wakizashi"
sharpness = SHARP_EDGED
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY | UNIQUE_RENAME
icon_state = "waki"
overlay_state = "wakihilt"
block_parry_data = /datum/block_parry_data/waki
@@ -225,7 +226,7 @@
overlay_state = "katanahilt"
force = 7
wielded_mult = 2
item_flags = ITEM_CAN_PARRY | UNIQUE_RENAME //want to name your katana "DEMON BLADE" or some shit? go ahead, idiot.
item_flags = ITEM_CAN_PARRY | UNIQUE_RENAME | NEEDS_PERMIT //want to name your katana "DEMON BLADE" or some shit? go ahead, idiot.
block_parry_data = /datum/block_parry_data/captain_saber //todo
/obj/item/melee/smith/sabre

View File

@@ -117,8 +117,8 @@
qualname = "above-average"
var/datum/material/mat = custom_materials[1]
mat = mat.name
finalitem.name = "[qualname] [mat] [finalitem.name]"
finalitem.desc = "A [qualname] [finalitem.name]."
finalitem.name = "[qualname] [mat] [initial(finalitem.name)]"
finalitem.desc = "A [qualname] [initial(finalitem.name)]."
finalitem.forceMove(get_turf(src))
qdel(src)
@@ -248,7 +248,7 @@
finalitem = /obj/item/melee/smith/shortsword/scimitar
icon_state = "scimitar"
/obj/item/smithing/shortswordblade/startfinish()
/obj/item/smithing/scimitarblade/startfinish()
finalitem = new /obj/item/melee/smith/shortsword/scimitar(src)
finalitem.force += quality
..()