It's all codersprites?
Always has been.
This commit is contained in:
@@ -263,6 +263,16 @@
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time = 30
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category = CAT_CLOTHING
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/datum/crafting_recipe/twinsheath
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name = "Twin Sword Sheath"
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result = /obj/item/storage/belt/sabre/twin
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reqs = list(/obj/item/stack/sheet/wood = 3,
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/obj/item/stack/sheet/leather = 8)
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tools = list(TOOL_WIRECUTTER)
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time = 70
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category = CAT_CLOTHING
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/datum/crafting_recipe/durathread_reinforcement_kit
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name = "Durathread Reinforcement Kit"
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result = /obj/item/armorkit
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@@ -492,7 +492,7 @@
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icon_state = "grenadebeltnew"
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item_state = "security"
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rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
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/obj/item/storage/belt/grenade/ComponentInitialize()
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. = ..()
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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@@ -815,3 +815,18 @@
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attack_verb = list("bashed", "slashes", "prods", "pokes")
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fitting_swords = list(/obj/item/melee/rapier)
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starting_sword = /obj/item/melee/rapier
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/obj/item/storage/belt/sabre/twin
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name = "twin sheath"
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desc = "Two sheaths. One is capable of holding a katana (or bokken) and the other a wakizashi. You could put two wakizashis in if you really wanted to. Now you can really roleplay as a samurai."
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icon_state = "twinsheath"
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item_state = "quiver" //this'll do.
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w_class = WEIGHT_CLASS_BULKY
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var/list/fitting_swords = list(/obj/item/melee/smith/wakizashi, /obj/item/melee/smith/twohand/katana, /obj/item/melee/bokken)
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starting_sword = null
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/obj/item/storage/belt/sabre/twin/ComponentInitialize()
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. = ..()
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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STR.max_items = 2
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STR.max_w_class = WEIGHT_CLASS_BULKY + WEIGHT_CLASS_NORMAL //katana and waki.
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@@ -7,12 +7,13 @@
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#define RECIPE_LARGEPICK "ddbp" //draw draw bend punch
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#define RECIPE_SHOVEL "dfup" //draw fold upset punch
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#define RECIPE_HAMMER "sfp" //shrink fold punch
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#define RECIPE_AXE "ufp" //upset fold punch
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#define RECIPE_SMALLKNIFE "sdd" //shrink draw draw
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#define RECIPE_SHORTSWORD "dff" //draw fold fold
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#define RECIPE_SCIMITAR "dfb" //draw fold bend
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#define RECIPE_BROADSWORD "dfufd" //draw fold upset fold draw
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#define RECIPE_ZWEIHANDER "udfsf" //upset draw fold shrink fold
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#define RECIPE_KATANA "fffff" //fold fold fold fold fold
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@@ -23,6 +24,7 @@
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#define RECIPE_JAVELIN "dbf" //draw bend fold
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#define RECIPE_HALBERD "duffp" //draw upset fold fold punch
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#define RECIPE_GLAIVE "usfp" //upset shrink fold punch
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#define RECIPE_PIKE "ddbf" //draw draw bend fold
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/obj/structure/anvil
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name = "anvil"
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@@ -39,8 +41,7 @@
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var/outrightfailchance = 1 //todo: document this shit
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var/stepsdone = ""
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var/rng = FALSE
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var/list/smithrecipes = list(RECIPE_AXE = /obj/item/smithing/axehead,
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RECIPE_HAMMER = /obj/item/smithing/hammerhead,
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var/list/smithrecipes = list(RECIPE_HAMMER = /obj/item/smithing/hammerhead,
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RECIPE_SCYTHE = /obj/item/smithing/scytheblade,
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RECIPE_SHOVEL = /obj/item/smithing/shovelhead,
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RECIPE_COGHEAD = /obj/item/smithing/cogheadclubhead,
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@@ -48,11 +49,14 @@
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RECIPE_LARGEPICK = /obj/item/smithing/pickaxehead,
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RECIPE_SMALLPICK = /obj/item/smithing/prospectingpickhead,
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RECIPE_SHORTSWORD = /obj/item/smithing/shortswordblade,
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RECIPE_SCIMITAR = /obj/item/smithing/scimitarblade,
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RECIPE_SMALLKNIFE = /obj/item/smithing/knifeblade,
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RECIPE_BROADSWORD = /obj/item/smithing/broadblade,
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RECIPE_ZWEIHANDER = /obj/item/smithing/zweiblade,
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RECIPE_KATANA = /obj/item/smithing/katanablade,
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RECIPE_HALBERD = /obj/item/smithing/halberdhead,
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RECIPE_GLAIVE = /obj/item/smithing/glaivehead,
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RECIPE_KATANA = /obj/item/smithing/katanablade)
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RECIPE_PIKE = /obj/item/smithing/pikehead)
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/obj/structure/anvil/Initialize()
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..()
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@@ -172,7 +176,6 @@
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/obj/structure/anvil/debugsuper
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name = "super ultra epic anvil of debugging."
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desc = "WOW. A DEBUG <del>ITEM</DEL> STRUCTURE. EPIC."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = 10
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outrightfailchance = 0
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@@ -180,8 +183,6 @@
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/obj/structure/anvil/obtainable
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name = "anvil"
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desc = "Base class of anvil. This shouldn't exist, but is useable."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = 0
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outrightfailchance = 5
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rng = TRUE
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@@ -189,7 +190,6 @@
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/obj/structure/anvil/obtainable/table
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name = "table anvil"
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desc = "A slightly reinforced table. Good luck."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = -2
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@@ -206,38 +206,32 @@
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name = "slab of bronze"
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desc = "A big block of bronze. Useable as an anvil."
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custom_materials = list(/datum/material/bronze=8000)
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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icon_state = "ratvaranvil"
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anvilquality = -1
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/obj/structure/anvil/obtainable/sandstone
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name = "sandstone brick anvil"
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desc = "A big block of sandstone. Useable as an anvil."
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custom_materials = list(/datum/material/sandstone=8000)
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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icon_state = "sandvil"
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anvilquality = -1
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/obj/structure/anvil/obtainable/basalt
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name = "basalt brick anvil"
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desc = "A big block of basalt. Useable as an anvil, better than sandstone. Igneous!"
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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icon_state = "sandvilnoir"
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anvilquality = -0.5
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/obj/structure/anvil/obtainable/basic
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name = "anvil"
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desc = "An anvil. It's got wheels bolted to the bottom."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = 0
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/obj/structure/anvil/obtainable/ratvar
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name = "brass anvil"
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desc = "A big block of what appears to be brass. Useable as an anvil, if whatever's holding the brass together lets you."
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custom_materials = list(/datum/material/bronze=8000)
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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icon_state = "ratvaranvil"
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anvilquality = 1
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/obj/structure/anvil/obtainable/ratvar/attackby(obj/item/I, mob/user)
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@@ -251,11 +245,11 @@
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desc = "An anvil made of a strange, runic metal."
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custom_materials = list(/datum/material/runedmetal=8000)
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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icon_state = "evil"
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anvilquality = 1
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/obj/structure/anvil/obtainable/narsie/attackby(obj/item/I, mob/user)
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if(iscultistr(user))
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if(iscultist(user))
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return ..()
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else
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to_chat(user, "<span class='narsiesmall'>That is not yours to use!</span>")
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@@ -1,29 +1,3 @@
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//TODO: OBTAILABILITY, ANVIL TYPES, HAMMER TYPES, INGOTS
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/*
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sords:
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broadsword [x]
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gladius [x]
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dirk [x]
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zweihander [x]
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sabre
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rapier
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scimitar
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katana [x]
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polearms:
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halberd [x]
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glaive [x]
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javelin [x]
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pike
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misc:
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blacksmith's hammer [x]
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scythe [x]
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axe
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coghead club
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pickaxes [x]
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*/
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/obj/item/melee/smith
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name = "base class obj/item/melee/smith" //tin. handles overlay and quality and shit.
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@@ -32,6 +6,9 @@ pickaxes [x]
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icon_state = "mace_greyscale"
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item_state = "mace_greyscale"
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material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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total_mass = TOTAL_MASS_MEDIEVAL_WEAPON //yeah ok
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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force = 10
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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@@ -55,7 +32,7 @@ pickaxes [x]
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/obj/item/melee/smith/twohand
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item_flags = NEEDS_PERMIT //it's a bigass sword/spear. beepsky is going to give you shit for it.
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wielded_mult = 1.75
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w_class = WEIGHT_CLASS_BULKY
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/obj/item/melee/smith/twohand/ComponentInitialize()
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. = ..()
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@@ -125,6 +102,7 @@ pickaxes [x]
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name = "halberd"
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icon_state = "halberd"
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overlay_state = "spearhandle"
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slot_flags = ITEM_SLOT_BACK
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/obj/item/melee/smith/twohand/halberd/ComponentInitialize()
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. = ..()
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@@ -135,6 +113,7 @@ pickaxes [x]
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icon_state = "javelin"
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overlay_state = "longhandle"
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wielded_mult = 1.5
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slot_flags = ITEM_SLOT_BACK
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/obj/item/melee/smith/twohand/javelin/ComponentInitialize()
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@@ -145,17 +124,24 @@ pickaxes [x]
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name = "glaive"
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icon_state = "glaive"
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overlay_state = "longhandle"
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slot_flags = ITEM_SLOT_BACK
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/obj/item/melee/smith/twohand/glaive/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/jousting)
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/obj/item/melee/smith/twohand/pike
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name = "pike"
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icon_state = "pike"
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overlay_state = "longhandle"
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reach = 2 //yeah ok
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slot_flags = ITEM_SLOT_BACK
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//////////////////////////
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// Other Melee //
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///////////////////////////
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/obj/item/melee/smith/axe
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name = "axe"
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item_flags = NEEDS_PERMIT
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/obj/item/melee/smith/hammer//blacksmithing, not warhammer.
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name = "hammer"
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@@ -169,7 +155,9 @@ pickaxes [x]
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/obj/item/melee/smith/cogheadclub
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name = "coghead club"
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icon_state = "coghead"
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item_flags = NEEDS_PERMIT
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overlay_state = "stick"
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/obj/item/melee/smith/shortsword
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name = "gladius"
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@@ -177,11 +165,37 @@ pickaxes [x]
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icon_state = "gladius"
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overlay_state = "gladiushilt"
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/obj/item/melee/smith/shortsword/scimitar
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name = "scimitar"
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icon_state = "scimitar"
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overlay_state = "scimitarhilt"
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/obj/item/melee/smith/wakizashi
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name = "wakizashi"
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item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
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icon_state = "waki"
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overlay_state = "wakihilt"
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block_parry_data = /datum/block_parry_data/waki
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/datum/block_parry_data/waki //like longbokken but worse reflect
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parry_stamina_cost = 6
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parry_time_windup = 0
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parry_time_active = 15 //decent window
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parry_time_spindown = 0
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parry_time_perfect = 2
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parry_time_perfect_leeway = 0.75
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parry_imperfect_falloff_percent = 7.5
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parry_efficiency_to_counterattack = 100
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parry_efficiency_considered_successful = 80
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parry_efficiency_perfect = 120
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parry_failed_stagger_duration = 3 SECONDS
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parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 1.9)
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/obj/item/melee/smith/twohand/broadsword
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name = "broadsword"
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icon_state = "broadsword"
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overlay_state = "broadhilt"
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force = 11
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force = 9
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wielded_mult = 1.8
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/obj/item/melee/smith/twohand/zweihander
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@@ -189,7 +203,7 @@ pickaxes [x]
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icon_state = "zweihander"
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overlay_state = "zweihilt"
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force = 4
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wielded_mult = 3
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wielded_mult = 3 //affected more by quality. a -1 is 25% less damage, a +1 is 25% more. These bonuses are tripled when wielded.
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/obj/item/melee/smith/twohand/katana
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name = "katana"
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@@ -198,7 +212,40 @@ pickaxes [x]
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force = 7
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wielded_mult = 2
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item_flags = ITEM_CAN_PARRY | UNIQUE_RENAME //want to name your katana "DEMON BLADE" or some shit? go ahead, idiot.
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block_parry_data = /datum/block_parry_data/captain_saber
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block_parry_data = /datum/block_parry_data/captain_saber //todo
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/obj/item/melee/smith/sabre
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name = "sabre"
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icon_state = "sabre"
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overlay_state = "sabrehilt"
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armour_penetration = 15
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force = 9
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hitsound = 'sound/weapons/rapierhit.ogg'
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item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
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block_parry_data = /datum/block_parry_data/captain_saber //yeah this is fine i guess
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/obj/item/melee/smith/sabre/rapier
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name = "rapier"
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icon_state = "rapier"
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overlay_state = "rapierhilt"
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force = 6 //less force, stronger parry
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armour_penetration = 30
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block_parry_data = /datum/block_parry_data/smithrapier
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/datum/block_parry_data/smithrapier //parry into riposte. i am pretty sure this is going to be nearly fucking impossible to land.
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parry_stamina_cost = 12 //dont miss
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parry_time_active = 4
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parry_time_perfect = 2
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parry_time_perfect_leeway = 2
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parry_failed_stagger_duration = 3 SECONDS
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parry_failed_clickcd_duration = 3 SECONDS
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parry_time_windup = 0
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parry_time_spindown = 0
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parry_imperfect_falloff_percent = 0
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parry_efficiency_to_counterattack = 100
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parry_efficiency_considered_successful = 120
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parry_efficiency_perfect = 120
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parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 4)
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//unique hammers
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/obj/item/melee/smith/hammer/toolbox
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@@ -2,7 +2,7 @@
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name = "furnace"
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desc = "A furnace."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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icon_state = "furnace0"
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density = TRUE
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anchored = TRUE
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var/debug = FALSE //debugging only
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@@ -25,8 +25,11 @@
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return TRUE
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if(reagents.remove_reagent(/datum/reagent/fuel, fueluse))
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working = TRUE
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if(icon_state == "furnace0")
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icon_state = "furnace1"
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else
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working = FALSE
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icon_state = "furnace0"
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/obj/structure/furnace/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/ingot))
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@@ -44,9 +47,23 @@
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default_unfasten_wrench(user, I, 5)
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return TRUE
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/obj/structure/furnace/attackby(obj/item/W, mob/user, params)
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if(W.reagents)
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W.reagents.trans_to(src, 250)
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else
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return ..()
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/obj/structure/furnace/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
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to_chat(user, "<span class='notice'>You start furiously plunging [name].")
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if(do_after(user, 30, target = src))
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to_chat(user, "<span class='notice'>You finish plunging the [name].")
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reagents.reaction(get_turf(src), TOUCH) //splash on the floor
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reagents.clear_reagents()
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/obj/structure/furnace/infinite
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name = "fuelless furnace"
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debug = TRUE
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||||
icon_state = "ratfurnace"
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||||
|
||||
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||||
/obj/structure/furnace/infinite/ratvar
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||||
@@ -55,4 +72,4 @@
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||||
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||||
/obj/structure/furnace/infinite/narsie
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name = "rune furnace"
|
||||
desc = "A runed furnace. Powered by... something, but seems otherwise safe."//todo:sprites
|
||||
desc = "A runed furnace. Powered by... something, but seems otherwise safe."
|
||||
|
||||
@@ -124,18 +124,6 @@
|
||||
mat = mat.name
|
||||
finalitem.name = "[qualname] [mat] [finalitem.name]"
|
||||
finalitem.forceMove(get_turf(src))
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/item/smithing/axehead
|
||||
name = "smithed axe head"
|
||||
finalitem = /obj/item/melee/smith/axe
|
||||
|
||||
|
||||
/obj/item/smithing/axehead/startfinish()
|
||||
finalitem = new /obj/item/melee/smith/axe(src)
|
||||
finalitem.force += quality
|
||||
..()
|
||||
|
||||
/obj/item/smithing/hammerhead
|
||||
name = "smithed hammer head"
|
||||
@@ -176,6 +164,7 @@
|
||||
/obj/item/smithing/cogheadclubhead
|
||||
name = "smithed coghead club head"
|
||||
finalitem = /obj/item/melee/smith/cogheadclub
|
||||
icon_state = "coghead"
|
||||
|
||||
/obj/item/smithing/cogheadclubhead/startfinish()
|
||||
finalitem = new /obj/item/melee/smith/cogheadclub(src)
|
||||
@@ -196,6 +185,19 @@
|
||||
finalitem = finalforreal
|
||||
..()
|
||||
|
||||
/obj/item/smithing/pikehead
|
||||
name = "smithed pike head"
|
||||
finalitem = /obj/item/melee/smith/twohand/pike
|
||||
icon_state = "pike"
|
||||
|
||||
/obj/item/smithing/pikehead/startfinish()
|
||||
var/obj/item/melee/smith/twohand/pike/finalforreal = new /obj/item/melee/smith/twohand/pike(src)
|
||||
finalforreal.force += quality
|
||||
finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
|
||||
finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
|
||||
finalforreal.throwforce = finalforreal.force/10 //its a pike not a javelin
|
||||
finalitem = finalforreal
|
||||
..()
|
||||
|
||||
/obj/item/smithing/pickaxehead
|
||||
name = "smithed pickaxe head"
|
||||
@@ -233,7 +235,7 @@
|
||||
|
||||
|
||||
/obj/item/smithing/shortswordblade
|
||||
name = "smithed shortsword blade"
|
||||
name = "smithed gladius blade"
|
||||
finishingitem = /obj/item/swordhandle
|
||||
finalitem = /obj/item/melee/smith/shortsword
|
||||
icon_state = "gladius"
|
||||
@@ -243,6 +245,18 @@
|
||||
finalitem.force += quality
|
||||
..()
|
||||
|
||||
/obj/item/smithing/scimitarblade
|
||||
name = "smithed scimitar blade"
|
||||
finishingitem = /obj/item/swordhandle
|
||||
finalitem = /obj/item/melee/smith/shortsword/scimitar
|
||||
icon_state = "scimitar"
|
||||
|
||||
/obj/item/smithing/shortswordblade/startfinish()
|
||||
finalitem = new /obj/item/melee/smith/shortsword/scimitar(src)
|
||||
finalitem.force += quality
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/smithing/knifeblade
|
||||
name = "smithed knife blade"
|
||||
finishingitem = /obj/item/swordhandle
|
||||
@@ -268,6 +282,20 @@
|
||||
finalitem = finalforreal
|
||||
..()
|
||||
|
||||
/obj/item/smithing/zweiblade
|
||||
name = "smithed zweihander blade"
|
||||
finishingitem = /obj/item/swordhandle
|
||||
finalitem = /obj/item/melee/smith/twohand/zweihander
|
||||
icon_state = "zweihander"
|
||||
|
||||
/obj/item/smithing/zweiblade/startfinish()
|
||||
var/obj/item/melee/smith/twohand/zweihander/finalforreal = new /obj/item/melee/smith/twohand/zweihander(src)
|
||||
finalforreal.force += quality
|
||||
finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
|
||||
finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
|
||||
finalitem = finalforreal
|
||||
..()
|
||||
|
||||
/obj/item/smithing/halberdhead
|
||||
name = "smithed halberd head"
|
||||
finalitem = /obj/item/melee/smith/twohand/halberd
|
||||
|
||||
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Reference in New Issue
Block a user