sprites
This commit is contained in:
@@ -15,6 +15,7 @@
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#define RECIPE_COGHEAD "bsf" //bend shrink fold.
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#define RECIPE_BROADSWORD "dfufd" //draw fold upset fold draw
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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 STEPS_CAP 8
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/obj/structure/anvil
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@@ -43,7 +44,8 @@
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RECIPE_SHORTSWORD = /obj/item/smithing/shortswordblade,
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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_HALBERD = /obj/item/smithing/halberdhead,
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RECIPE_GLAIVE = /obj/item/smithing/glaivehead)
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/obj/structure/anvil/Initialize()
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..()
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@@ -27,12 +27,11 @@
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wielded_mult = 1.75
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/obj/item/melee/smith/twohand/Initialize()
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..()
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/obj/item/melee/smith/twohand/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad.
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AddComponent(/datum/component/jousting)
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AddElement(/datum/element/sword_point)
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AddComponent(/datum/component/two_handed, force_unwielded=force, force_wielded=wield_force, icon_wielded="[icon_state]_wield")
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///////////////////////////
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@@ -41,23 +40,47 @@
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/obj/item/mining_scanner/prospector
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name = "prospector's pickaxe"
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desc = "A pickaxe that can sound rocks to find mineral deposits and stop gibtonite detonations."
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icon = 'icons/obj/mining.dmi'
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icon = 'icons/obj/smith.dmi'
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icon_state = "pickaxe" //todo:sprite
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/obj/item/mining_scanner/prospector/Initialize()
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..()
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desc = "A handmade [name]."
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overlay = mutable_appearance(icon, "minihandle")
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overlay.appearance_flags = RESET_COLOR
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add_overlay(overlay)
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if(force < 0)
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force = 0
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/obj/item/pickaxe/smithed
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name = "pickaxe"
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desc = "A pickaxe."
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icon = 'icons/obj/mining.dmi'
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icon = 'icons/obj/smith.dmi'
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icon_state = "pickaxe"
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/obj/item/pickaxe/smithed/Initialize()
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..()
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desc = "A handmade [name]."
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overlay = mutable_appearance(icon, "stick")
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overlay.appearance_flags = RESET_COLOR
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add_overlay(overlay)
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if(force < 0)
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force = 0
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/obj/item/shovel/smithed
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name = "shovel"
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desc = "A shovel."
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icon = 'icons/obj/mining.dmi'
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icon = 'icons/obj/smith.dmi'
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icon_state = "shovel"
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/obj/item/shovel/smithed/Initialize()
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..()
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desc = "A handmade [name]."
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overlay = mutable_appearance(icon, "shovelhandle")
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overlay.appearance_flags = RESET_COLOR
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add_overlay(overlay)
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if(force < 0)
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force = 0
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///////////////////////////
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@@ -67,21 +90,32 @@
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/obj/item/melee/smith/twohand/halberd
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name = "halberd"
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icon_state = "halberd"
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overlay_state = "spearhandle"
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/obj/item/melee/smith/twohand/halberd/Initialize()
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..()
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throwforce = force/3
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/obj/item/melee/smith/twohand/halberd/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/jousting)
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/obj/item/melee/smith/twohand/javelin
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name = "javelin"
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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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/obj/item/melee/smith/twohand/javelin/Initialize()
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..()
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throwforce = force*2
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/obj/item/melee/smith/twohand/javelin/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/jousting)
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/obj/item/melee/smith/twohand/glaive
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name = "glaive"
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icon_state = "glaive"
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overlay_state = "longhandle"
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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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//////////////////////////
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// Other Melee //
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///////////////////////////
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@@ -14,7 +14,7 @@
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/obj/item/ingot
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name = "ingot"
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icon = 'icons/obj/smith.dmi'
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icon_state = "unfinished"
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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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@@ -69,6 +69,7 @@
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name = "smithed axe head"
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finalitem = /obj/item/melee/smith/axe
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/obj/item/smithing/axehead/startfinish()
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finalitem = new /obj/item/melee/smith/axe(src)
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finalitem.force += quality
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@@ -77,6 +78,7 @@
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/obj/item/smithing/hammerhead
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name = "smithed hammer head"
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finalitem = /obj/item/melee/smith/hammer
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icon_state = "hammer"
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/obj/item/smithing/hammerhead/startfinish()
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var/obj/item/melee/smith/hammer/finalforreal = new /obj/item/melee/smith/hammer(src)
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@@ -90,6 +92,7 @@
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/obj/item/smithing/scytheblade
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name = "smithed scythe head"
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finalitem = /obj/item/scythe/smithed
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icon_state = "scythe"
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/obj/item/smithing/scytheblade/startfinish()
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finalitem = new /obj/item/scythe/smithed(src)
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@@ -99,6 +102,7 @@
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/obj/item/smithing/shovelhead
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name = "smithed shovel head"
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finalitem = /obj/item/shovel/smithed
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icon_state = "shovel"
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/obj/item/smithing/shovelhead/startfinish()
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finalitem = new /obj/item/shovel/smithed(src)
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@@ -119,11 +123,14 @@
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/obj/item/smithing/javelinhead
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name = "smithed javelin head"
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finalitem = /obj/item/melee/smith/twohand/javelin
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icon_state = "javelin"
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/obj/item/smithing/javelinhead/startfinish()
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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.throwforce = finalforreal.force*2
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finalitem = finalforreal
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..()
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@@ -131,6 +138,7 @@
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/obj/item/smithing/pickaxehead
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name = "smithed pickaxe head"
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finalitem = /obj/item/pickaxe/smithed
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icon_state = "pickaxe"
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/obj/item/smithing/pickaxehead/startfinish()
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var/obj/item/pickaxe/smithed/finalforreal = new /obj/item/pickaxe/smithed(src)
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@@ -151,6 +159,7 @@
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/obj/item/smithing/prospectingpickhead
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name = "smithed prospector's pickaxe head"
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finalitem = /obj/item/mining_scanner/prospector
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icon_state = "minipick"
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/obj/item/smithing/prospectingpickhead/startfinish()
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var/obj/item/mining_scanner/prospector/finalforreal = new /obj/item/mining_scanner/prospector(src)
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@@ -165,6 +174,7 @@
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name = "smithed shortsword blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/shortsword
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icon_state = "gladius"
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/obj/item/smithing/shortswordblade/startfinish()
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finalitem = new /obj/item/melee/smith/shortsword(src)
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@@ -175,6 +185,7 @@
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name = "smithed knife blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/kitchen/knife
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icon_state = "dagger"
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/obj/item/smithing/knifehead/startfinish()
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finalitem = new /obj/item/kitchen/knife(src)
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@@ -185,25 +196,45 @@
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name = "smithed broadsword blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/twohand/broadsword
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icon_state = "broadsword"
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/obj/item/smithing/broadblade/startfinish()
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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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finalitem = finalforreal
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..()
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/obj/item/smithing/halberdhead
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name = "smithed halberd head"
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finalitem = /obj/item/melee/smith/twohand/halberd
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icon_state = "halberd"
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/obj/item/smithing/halberdhead/startfinish()
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var/obj/item/melee/smith/twohand/halberd/finalforreal = new /obj/item/melee/smith/twohand/halberd(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.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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finalitem = finalforreal
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..()
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/obj/item/smithing/glaivehead
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name = "smithed glaive head"
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finalitem = /obj/item/melee/smith/twohand/glaive
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icon_state = "glaive"
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/obj/item/smithing/glaive/startfinish()
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var/obj/item/melee/smith/twohand/halberd/finalforreal = new /obj/item/melee/smith/twohand/glaive(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.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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finalitem = finalforreal
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..()
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/obj/item/stick
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name = "wooden rod"
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desc = "It's a rod, suitable for use of a handle of a tool. Also could serve as a weapon, in a pinch."
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@@ -215,4 +246,4 @@
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name = "sword handle"
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desc = "It's a rod, suitable for use of a handle of a tool. Also could serve as a weapon, in a pinch."
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icon = 'icons/obj/smith.dmi'
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icon_state = "stick"
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icon_state = "shorthilt"
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Binary file not shown.
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Before Width: | Height: | Size: 484 B After Width: | Height: | Size: 3.1 KiB |
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