It's all codersprites?
Always has been.
This commit is contained in:
@@ -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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