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@@ -51,7 +51,8 @@
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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_HALBERD = /obj/item/smithing/halberdhead,
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RECIPE_GLAIVE = /obj/item/smithing/glaivehead)
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RECIPE_GLAIVE = /obj/item/smithing/glaivehead,
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RECIPE_KATANA = /obj/item/smithing/katanablade)
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/obj/structure/anvil/Initialize()
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..()
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@@ -204,6 +205,7 @@
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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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anvilquality = -1
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@@ -0,0 +1,47 @@
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/obj/structure/furnace
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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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density = TRUE
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anchored = TRUE
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var/debug = FALSE //debugging only
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var/working = TRUE
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var/fueluse = 1
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/obj/structure/furnace/Initialize()
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..()
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create_reagents(250, TRANSPARENT)
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START_PROCESSING(SSobj, src)
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/obj/structure/furnace/Destroy()
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..()
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STOP_PROCESSING(SSobj, src)
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/obj/structure/furnace/process()
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if(debug)
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reagents.add_reagent(/datum/reagent/fuel, 1)
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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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else
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working = FALSE
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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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var/obj/item/ingot/notsword = I
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if(working)
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to_chat(user, "You heat the [notsword] in the [src].")
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else
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to_chat(user, "The furnace isn't working!.")
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else
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..()
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/obj/structure/furnace/wrench_act(mob/living/user, obj/item/I)
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..()
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default_unfasten_wrench(user, I, 5)
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return TRUE
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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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@@ -1,5 +1,8 @@
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/obj/item/basaltblock
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name = "basalt block"
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desc = "A block of basalt."
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icon = 'icons/obj/smith.dmi'
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icon_state = "unfinished"
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/obj/item/smithing
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@@ -16,11 +19,66 @@
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icon = 'icons/obj/smith.dmi'
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icon_state = "ingot"
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material_flags = MATERIAL_COLOR | MATERIAL_ADD_PREFIX
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var/workability = "shapeable"
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var/workability = "cold"
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/obj/item/ingot/on_attack_hand(mob/user)
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var/mob/living/carbon/human/H
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if(!workability == "shapeable")
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return ..()
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var/prot = 0
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if(ishuman(user))
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H = user
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.max_heat_protection_temperature)
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prot = (G.max_heat_protection_temperature > 360)
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else
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prot = 1
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if(prot > 0 || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS))
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to_chat(user, "<span class='notice'>You pick up the [src].</span>")
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return ..()
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else
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to_chat(user, "<span class='warning'>You try to move the [src], but you burn your hand on it!</span>")
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if(H)
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var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
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H.update_damage_overlays()
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/obj/item/ingot/iron
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custom_materials = list(/datum/material/iron=12000)
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/obj/item/ingot/diamond
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custom_materials = list(/datum/material/diamond=12000) //yeah ok
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/obj/item/ingot/uranium
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custom_materials = list(/datum/material/uranium=12000)
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/obj/item/ingot/plasma
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custom_materials = list(/datum/material/plasma=12000)//yeah ok
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/obj/item/ingot/gold
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custom_materials = list(/datum/material/gold=12000)
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/obj/item/ingot/silver
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custom_materials = list(/datum/material/silver=12000)
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/obj/item/ingot/bananium
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custom_materials = list(/datum/material/bananium=12000)
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/obj/item/ingot/titanium
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custom_materials = list(/datum/material/titanium=12000)
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/obj/item/ingot/adamantine
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custom_materials = list(/datum/material/adamantine=12000)
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/obj/item/ingot/cult
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custom_materials = list(/datum/material/runedmetal=12000)
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/obj/item/ingot/bronze
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custom_materials = list(/datum/material/bronze=12000)
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/obj/item/smithing/Initialize()
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..()
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desc = "A [src]. Hit it with a [finishingitem.name] to create a [finalitem.name]."
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@@ -129,7 +187,7 @@
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var/obj/item/melee/smith/twohand/javelin/finalforreal = new /obj/item/melee/smith/twohand/javelin(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]_wield")
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
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finalforreal.throwforce = finalforreal.force*2
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finalitem = finalforreal
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..()
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@@ -202,7 +260,7 @@
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var/obj/item/melee/smith/twohand/broadsword/finalforreal = new /obj/item/melee/smith/twohand/broadsword(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]_wield")
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
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finalitem = finalforreal
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..()
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@@ -216,7 +274,7 @@
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalforreal.throwforce = finalforreal.force/3
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]_wield")
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
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finalitem = finalforreal
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..()
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@@ -230,7 +288,7 @@
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalforreal.throwforce = finalforreal.force
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]_wield")
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
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finalitem = finalforreal
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..()
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@@ -239,13 +297,13 @@
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/twohand/katana
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icon_state = "katana"
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/obj/item/smithing/katanablade/startfinish()
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var/obj/item/melee/smith/twohand/katana/finalforreal = new /obj/item/melee/smith/twohand/katana(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]_wield")
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finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
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finalitem = finalforreal
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/obj/item/stick
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