Merge pull request #13244 from lolman360/AnPrimAssistants
Blacksmithing 2: Anarcho-Primitivist Assistants (travis don't fail on me now)
This commit is contained in:
@@ -273,6 +273,16 @@
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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/mineral/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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@@ -120,6 +120,53 @@
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category = CAT_MISC
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always_availible = FALSE // Disabled til learned
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/datum/crafting_recipe/furnace
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name = "Sandstone Furnace"
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result = /obj/structure/furnace
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time = 300
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reqs = list(/obj/item/stack/sheet/mineral/sandstone = 15,
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/obj/item/stack/sheet/metal = 4,
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/obj/item/stack/rods = 2)
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tools = list(TOOL_CROWBAR)
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subcategory = CAT_MISCELLANEOUS
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category = CAT_MISC
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/datum/crafting_recipe/tableanvil
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name = "Table Anvil"
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result = /obj/structure/anvil/obtainable/table
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time = 300
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reqs = list(/obj/item/stack/sheet/metal = 4,
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/obj/item/stack/rods = 2)
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tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
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subcategory = CAT_MISCELLANEOUS
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category = CAT_MISC
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/datum/crafting_recipe/sandvil
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name = "Sandstone Anvil"
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result = /obj/structure/anvil/obtainable/sandstone
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time = 300
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reqs = list(/obj/item/stack/sheet/mineral/sandstone = 24)
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tools = list(TOOL_CROWBAR)
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subcategory = CAT_MISCELLANEOUS
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category = CAT_MISC
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/datum/crafting_recipe/basaltblock
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name = "Sintered Basalt Block"
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result = /obj/item/basaltblock
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time = 200
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reqs = list(/obj/item/stack/ore/glass/basalt = 50)
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tools = list(TOOL_WELDER)
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subcategory = CAT_MISCELLANEOUS
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category = CAT_MISC
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/datum/crafting_recipe/basaltanvil
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name = "Basalt Anvil"
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result = /obj/structure/anvil/obtainable/basalt
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time = 200
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reqs = list(/obj/item/basaltblock = 5)
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tools = list(TOOL_CROWBAR)
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subcategory = CAT_MISCELLANEOUS
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category = CAT_MISC
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///////////////////
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//Tools & Storage//
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///////////////////
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@@ -175,6 +222,17 @@
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subcategory = CAT_TOOL
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category = CAT_MISC
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/datum/crafting_recipe/toolboxhammer
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name = "Toolbox Hammer"
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result = /obj/item/melee/smith/hammer/toolbox
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tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
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reqs = list(/obj/item/storage/toolbox = 1,
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/obj/item/stack/sheet/metal = 4,
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/obj/item/stack/rods = 2)
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time = 40
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subcategory = CAT_TOOL
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category = CAT_MISC
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/datum/crafting_recipe/papersack
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name = "Paper Sack"
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result = /obj/item/storage/box/papersack
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@@ -358,6 +416,25 @@
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//Unsorted//
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////////////
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/datum/crafting_recipe/stick
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name = "Stick"
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time = 30
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reqs = list(/obj/item/stack/sheet/mineral/wood = 1)
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result = /obj/item/stick
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subcategory = CAT_MISCELLANEOUS
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category = CAT_MISC
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/datum/crafting_recipe/swordhilt
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name = "Sword Hilt"
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time = 30
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reqs = list(/obj/item/stack/sheet/mineral/wood = 2)
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result = /obj/item/swordhandle
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subcategory = CAT_MISCELLANEOUS
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category = CAT_MISC
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/datum/crafting_recipe/blackcarpet
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name = "Black Carpet"
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reqs = list(/obj/item/stack/tile/carpet = 50, /obj/item/toy/crayon/black = 1)
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@@ -35,23 +35,24 @@ Unless you know what you're doing, only use the first three numbers. They're in
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value_per_unit = 0.025
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beauty_modifier = 0.075
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///Slight force increase
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///Slight force decrease. It's gold, it's soft as fuck.
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/datum/material/gold
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name = "gold"
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desc = "Gold"
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color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
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strength_modifier = 1.2
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strength_modifier = 0.8
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/gold
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value_per_unit = 0.0625
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beauty_modifier = 0.15
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armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
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///Has no special properties
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///Small force increase, for diamond swords
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/datum/material/diamond
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name = "diamond"
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desc = "Highly pressurized carbon"
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color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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strength_modifier = 1.1
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alpha = 132
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/diamond
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@@ -106,6 +107,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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name = "bluespace crystal"
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desc = "Crystals with bluespace properties"
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color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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integrity_modifier = 0.2 //these things shatter when thrown.
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alpha = 200
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categories = list(MAT_CATEGORY_ORE = TRUE)
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beauty_modifier = 0.5
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@@ -139,7 +141,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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name = "titanium"
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desc = "Titanium"
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color = "#b3c0c7"
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strength_modifier = 1.3
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strength_modifier = 1.1
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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value_per_unit = 0.0625
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@@ -203,7 +205,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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name = "adamantine"
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desc = "A powerful material made out of magic, I mean science!"
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color = "#6d7e8e"
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strength_modifier = 1.5
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strength_modifier = 1.3
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/adamantine
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value_per_unit = 0.25
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@@ -276,6 +278,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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desc = "Mir'ntrath barhah Nar'sie."
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color = "#3C3434"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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strength_modifier = 1.2
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sheet_type = /obj/item/stack/sheet/runed_metal
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value_per_unit = 0.75
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armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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@@ -286,6 +289,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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name = "bronze"
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desc = "Clock Cult? Never heard of it."
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color = "#92661A"
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strength_modifier = 1.1
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/bronze
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value_per_unit = 0.025
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@@ -110,7 +110,7 @@
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/**
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* Automatic skill increase, multiplied by skill affinity if existing.
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* Only works if skill is numerical.
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* Only works if skill is numerical or levelled..
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*/
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/datum/mind/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
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if(!ispath(skill, /datum/skill))
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@@ -0,0 +1,6 @@
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/datum/skill/level/dorfy/blacksmithing
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name = "Blacksmithing"
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desc = "Making metal into fancy shapes using heat and force. Higher levels increase both your working speed at an anvil as well as the quality of your works."
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name_color = COLOR_FLOORTILE_GRAY
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skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE, SKILL_USE_TOOL, SKILL_TRAINING_TOOL)
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ui_category = SKILL_UI_CAT_MISC
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