more work
This commit is contained in:
@@ -0,0 +1,4 @@
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/datum/export/plutonium_rod
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cost = 20000
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unit_name = "Plutonium Rod"
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export_types = list(/obj/item/twohanded/required/fuel_rod/plutonium)
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@@ -0,0 +1,24 @@
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/datum/export/sweatshop/stool
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cost = 850
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unit_name = "custom stool"
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export_types = list(/obj/item/processed/wood/stool)
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/datum/export/sweatshop/cushion
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cost = 300
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unit_name = "cloth cushion"
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export_types = list(/obj/item/cushion)
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/datum/export/sweatshop/cushionsilk
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cost = 500
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unit_name = "silk cushion"
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export_types = list(/obj/item/cushion)
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/datum/export/sweatshop/stool/cushioncloth
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cost = 1800
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unit_name = "cushioned stool (cloth)"
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export_types = list(/obj/item/processed/wood/stoolcloth)
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/datum/export/sweatshop/stool/cushionsilk
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cost = 2400
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unit_name = "cushioned stool (cloth)"
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export_types = list(/obj/item/processed/wood/stoolsilk)
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@@ -0,0 +1,7 @@
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/datum/supply_pack/service/stripperpole
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name = "Stripper Pole Crate"
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desc = "No private bar is complete without a stripper pole, show off the goods! Comes with a ready-to-assemble stripper pole, and a complementary wrench to get things set up!"
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cost = 3550
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contains = list(/obj/item/polepack/,
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/obj/item/wrench/)
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crate_name = "stripper pole crate"
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@@ -0,0 +1,6 @@
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/obj/item/processed/metal
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name = "Heated Metal"
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desc = "A malleable metal, able to be cut into nails."
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icon = 'hyperstation/icons/obj/cargo/sweatshop/metal.dmi'
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icon_state = "metal"
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sharpness = TRUE
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@@ -0,0 +1,256 @@
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//THE TOOLS
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/obj/item/carpentry
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name = "carpentry"
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desc = "You shouldn't be seeing this!"
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icon = 'hyperstation/icons/obj/cargo/sweatshop/sweatshop.dmi'
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usesound = list('sound/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.ogg')
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/obj/item/carpentry/handsaw
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name = "handsaw"
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desc = "A shoddy tool used to process wood into smaller segments."
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icon_state = "handsaw"
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slot_flags = ITEM_SLOT_BACK
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force = 8
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sharpness = TRUE
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w_class = WEIGHT_CLASS_HUGE
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materials = list(MAT_METAL=50)
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attack_verb = list("slashed", "sawed")
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/obj/item/carpentry/hammer
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name = "hammer"
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desc = "A tool used to manually bash nails into place."
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icon_state = "hammer"
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slot_flags = ITEM_SLOT_BELT
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force = 7
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sharpness = FALSE
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w_class = WEIGHT_CLASS_NORMAL
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materials = list(MAT_METAL=100)
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attack_verb = list("bonked", "nailed")
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/obj/item/carpentry/glue
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name = "glue"
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desc = "Used to haphazardly stick things together; secured by the toughest Monkey Glue(TM)."
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icon_state = "glue"
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force = 0
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sharpness = FALSE
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w_class = WEIGHT_CLASS_SMALL
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materials = list(MAT_PLASTIC=25)
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attack_verb = list("glued", "coughed")
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/obj/item/carpentry/borer
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name = "manual borer"
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desc = "An incredibly awful tool used to manually drill holes into something... Surely there's a better option."
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icon_state = "borer"
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force = 3
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sharpness = TRUE
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w_class = WEIGHT_CLASS_SMALL
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materials = list(MAT_METAL=25)
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attack_verb = list("bored", "drilled")
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/obj/item/carpentry/sandpaper
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name = "sandpaper strip"
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desc = "A strip of sandpaper, commonly used for sanding down rough surfaces into a more smooth shape."
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icon_state = "sandpaper"
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force = 1
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sharpness = FALSE
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_GLASS=1) //lmao
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attack_verb = list("sanded", "licked")
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/obj/item/nails
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name = "metal nails"
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desc = "A bunch of nails, used for hammering into things."
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icon = 'hyperstation/icons/obj/cargo/sweatshop/sweatshop.dmi'
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icon_state = "nails"
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force = 0
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sharpness = TRUE
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_METAL=10)
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attack_verb = list("nailed", "screwed")
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/obj/item/cushion
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name = "basic cushion"
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desc = "Beats sitting on the floor."
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icon = 'hyperstation/icons/obj/cargo/sweatshop/cloth.dmi'
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icon_state = "clothcushion"
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force = 0
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sharpness = FALSE
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("thomped", "thwacked")
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/obj/item/cushion/silk
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name = "silk cushion"
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desc = "How'd it turn red?!"
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icon_state = "silkcushion"
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//BASIC RECIPES - To do, add sound. As well as refactor everything in a more smart way so we can add the possibility of multiple wood types in the future.
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//saw a plank into two platforms
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/obj/item/processed/wood/plank/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/handsaw))
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to_chat(user,"<span class='notice'> You begin to saw [src] in half...</span>")
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if(do_after(user, 40) && isturf(loc))
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new src.sawobj(loc)
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new src.sawobj(loc) //send help i dont know how to make two in the same line lmfao
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to_chat(user, "<span class='notice'> You saw [src] in half.</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to saw [src]!</span>")
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else
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..()
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//saw a platform into four blocks
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/obj/item/processed/wood/platform/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/handsaw))
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to_chat(user,"<span class='notice'> You begin cut [src] into smaller pieces...</span>")
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if(do_after(user, 20) && isturf(loc))
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new src.sawobj(loc)
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new src.sawobj(loc)
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new src.sawobj(loc)
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new src.sawobj(loc)
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to_chat(user, "<span class='notice'> You cut [src] into four pieces.</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to saw [src]!</span>")
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else
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..()
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//sand a block into a peg
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/obj/item/processed/wood/block/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/sandpaper))
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to_chat(user,"<span class='notice'> You carefully begin to sand down [src]...</span>")
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if(do_after(user, 50) && isturf(loc))
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new src.sandobj(loc)
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to_chat(user, "<span class='notice'> You smooth [src] into a peg.</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to sand [src]!</span>")
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else
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..()
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//cut heated metal into nails
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/obj/item/processed/metal/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WIRECUTTER)
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to_chat(user,"<span class='notice'> You tediously begin to cut [src] into several nails...</span>")
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if(do_after(user, 80) && isturf(loc))
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new /obj/item/nails(loc)
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new /obj/item/nails(loc)
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to_chat(user, "<span class='notice'> You make some crude metal nails.</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to process [src]!</span>")
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else
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..()
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//Covered in glue
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//cover a wooden block in glue
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/obj/item/processed/wood/block/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/glue))
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to_chat(user,"<span class='notice'> You begin to glue down one end of [src]...</span>")
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if(do_after(user, 10) && isturf(loc))
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new src.glueobj(loc)
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to_chat(user, "<span class='notice'> You slap some glue onto [src].</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to glue [src]!</span>")
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else
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..()
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//cover a wooden peg in glue
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/obj/item/processed/wood/peg/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/glue))
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to_chat(user,"<span class='notice'> You begin to glue down one end of the [src]...</span>")
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if(do_after(user, 10) && isturf(loc))
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new src.glueobj(loc)
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to_chat(user, "<span class='notice'> You slap some glue onto [src].</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to glue [src]!</span>")
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else
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..()
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//Seats
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//bore a platform into a seat
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/obj/item/processed/wood/platform/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/borer))
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to_chat(user,"<span class='notice'> You begin to cut four holes into [src]...</span>")
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if(do_after(user, 40) && isturf(loc))
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new src.boreobj(loc)
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to_chat(user, "<span class='notice'> You drill four holes into [src].</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
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else
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..()
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//Stools - Further crafting
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/obj/item/processed/wood/stool1/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/nails))
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to_chat(user,"<span class='notice'> You place nails into [src]...</span>")
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if(do_after(user, 20) && isturf(loc))
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new /obj/item/processed/wood/stool2(loc)
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to_chat(user, "<span class='notice'> The nails are ready to be hammered.</span>")
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qdel(src)
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qdel(I)
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else
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to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
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else
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..()
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/obj/item/processed/wood/stool2/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/hammer))
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to_chat(user,"<span class='notice'> You begin to hammer the [src]...</span>")
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if(do_after(user, 30) && isturf(loc))
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new /obj/item/processed/wood/stool3(loc)
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to_chat(user, "<span class='notice'> The nails are hammered into place.</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
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else
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..()
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/obj/item/processed/wood/stool3/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/carpentry/sandpaper))
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to_chat(user,"<span class='notice'> You begin to sand the [src]...</span>")
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if(do_after(user, 30) && isturf(loc))
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new /obj/item/processed/wood/stool4(loc)
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to_chat(user, "<span class='notice'> You sand down the [src].</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
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else
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..()
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/obj/item/processed/wood/stool4/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/processed/wood/glueblock))
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to_chat(user,"<span class='notice'> You add some finishing touches to the [src]...</span>")
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if(do_after(user, 30) && isturf(loc))
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new /obj/item/processed/wood/stool(loc)
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to_chat(user, "<span class='notice'> You complete the [src].</span>")
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qdel(src)
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qdel(I)
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else
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to_chat(user, "<span class='warning'>You need to hold still to refine [src]!</span>")
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else
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..()
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/obj/item/processed/wood/stool/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/cushion))
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to_chat(user,"<span class='notice'> You secure a cloth cushion to [src]...</span>")
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if(do_after(user, 30) && isturf(loc))
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new /obj/item/processed/wood/stoolcloth(loc)
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to_chat(user, "<span class='notice'> You add a cushion to [src].</span>")
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qdel(src)
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qdel(I)
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else
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to_chat(user, "<span class='warning'>You need to hold still to detail [src]!</span>")
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else
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..()
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||||
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/obj/item/processed/wood/stool/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/cushion/silk))
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to_chat(user,"<span class='notice'> You secure a silk cushion to [src]...</span>")
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if(do_after(user, 30) && isturf(loc))
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new /obj/item/processed/wood/stoolsilk(loc)
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to_chat(user, "<span class='notice'> You add a cushion to [src].</span>")
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qdel(src)
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qdel(I)
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else
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to_chat(user, "<span class='warning'>You need to hold still to detail [src]!</span>")
|
||||
else
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||||
..()
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@@ -0,0 +1,128 @@
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//WOODEN COMPONENTS. honestly i need to move some shit around to allow for easier material swapping, but that's for a later date.
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/obj/item/processed/wood
|
||||
name = "Wooden Processed Item"
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||||
desc = "You shouldn't see this!"
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||||
icon = 'hyperstation/icons/obj/cargo/sweatshop/wooden.dmi'
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||||
sharpness = FALSE
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||||
attack_verb = list("slapped", "thunked")
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var/sawobj = /obj/item/condom
|
||||
var/glueobj = /obj/item/dildo
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||||
var/sandobj = /obj/item/carpentry/sandpaper
|
||||
var/boreobj = /obj/item/carpentry/borer
|
||||
|
||||
/obj/item/processed/wood/plank
|
||||
name = "processable wooden plank"
|
||||
desc = "A somewhat sturdy refined plank. This can be used in various applications."
|
||||
icon_state = "plank"
|
||||
force = 3
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
sawobj = /obj/item/processed/wood/platform
|
||||
|
||||
/obj/item/processed/wood/platform
|
||||
name = "wood platform"
|
||||
desc = "A somewhat sturdy cropping of a plank. This one is an alright foundation for chairs and stools."
|
||||
icon_state = "platform"
|
||||
force = 3
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
sawobj = /obj/item/processed/wood/block
|
||||
boreobj = /obj/item/processed/wood/seat
|
||||
|
||||
/obj/item/processed/wood/block
|
||||
name = "wood block"
|
||||
desc = "A chopped platform into a wooden block. This one can be used for sanded into pegs, or used as a base on it's own."
|
||||
icon_state = "block"
|
||||
force = 2
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sandobj = /obj/item/processed/wood/peg
|
||||
glueobj = /obj/item/processed/wood/glueblock
|
||||
|
||||
/obj/item/processed/wood/peg
|
||||
name = "wood peg"
|
||||
desc = "A wooden peg. Useful for fitting into holes."
|
||||
icon_state = "peg"
|
||||
force = 1
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
attack_verb = list("donked", "thunked")
|
||||
glueobj = /obj/item/processed/wood/gluepeg
|
||||
|
||||
//glue
|
||||
|
||||
/obj/item/processed/wood/gluepeg
|
||||
name = "glued wood peg"
|
||||
desc = "A wooden peg. With a bunch of glue used for securing."
|
||||
icon_state = "gluepeg"
|
||||
force = 1
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
attack_verb = list("pegged", "thunked")
|
||||
|
||||
/obj/item/processed/wood/glueblock
|
||||
name = "glued wood block"
|
||||
desc = "A wooden block. With a bunch of glue used for securing."
|
||||
icon_state = "glueblock"
|
||||
force = 2
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
attack_verb = list("blocked", "thunked")
|
||||
|
||||
//seat
|
||||
/obj/item/processed/wood/seat
|
||||
name = "wood seat"
|
||||
desc = "A baseline for crafting seats. Not exactly that comfortable to sit on..."
|
||||
icon_state = "seat"
|
||||
force = 2
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
attack_verb = list("slapped", "thunked")
|
||||
|
||||
|
||||
//Stool steps. There's probably an easier way to do this, but I cannot be assed rn, I'll refine after PR
|
||||
/obj/item/processed/wood/stool1
|
||||
name = "stool base"
|
||||
desc = "A haphazardly made base for a stool. It's not even secured with any nails."
|
||||
icon_state = "stool1"
|
||||
force = 4
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
/obj/item/processed/wood/stool2
|
||||
name = "nailed stool base"
|
||||
desc = "Nails are in position"
|
||||
icon_state = "stool2"
|
||||
force = 4
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
/obj/item/processed/wood/stool3
|
||||
name = "hammered stool base"
|
||||
desc = "A vaguely stool-shaped... Thing. Could use some sandpaper."
|
||||
icon_state = "stool3"
|
||||
force = 4
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
/obj/item/processed/wood/stool4
|
||||
name = "bland stool"
|
||||
desc = "A rather bland stool."
|
||||
icon_state = "stool4"
|
||||
force = 4
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
//The finished product
|
||||
/obj/item/processed/wood/stool
|
||||
name = "custom stool"
|
||||
desc = "An intricite, custom stool."
|
||||
icon_state = "stool"
|
||||
force = 10
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
//Let's make it soft and more expensive
|
||||
|
||||
/obj/item/processed/wood/stoolcloth
|
||||
name = "cloth-cushioned stool"
|
||||
desc = "A custom stool with a cloth cushion."
|
||||
icon_state = "stoolcloth"
|
||||
force = 10
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
/obj/item/processed/wood/stoolsilk
|
||||
name = "cloth-cushioned stool"
|
||||
desc = "A custom stool with a silk cushion."
|
||||
icon_state = "stoolsilk"
|
||||
force = 11 //lol
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
Reference in New Issue
Block a user