more glasswork
This commit is contained in:
@@ -0,0 +1,455 @@
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//This file is for glass working types of things!
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/obj/item/glasswork
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name = "This is a bug report it!"
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desc = "Failer to code. Contact your local bug remover..."
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icon = 'icons/obj/glassworks.dmi'
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w_class = WEIGHT_CLASS_SMALL
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force = 1
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throw_speed = 1
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throw_range = 3
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tool_behaviour = null
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/obj/item/glasswork/glasskit
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name = "Glass working tools"
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desc = "A lovely belt of most the tools you will need to shape, mold, and refine glass into more advanced shapes."
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icon_state = "glass_tools"
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tool_behaviour = TOOL_GLASS_CUT //Cutting takes 20 ticks
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/obj/item/glasswork/blowing_rod
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name = "Glass working blow rod"
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desc = "A hollow metal stick made for glass blowing."
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icon_state = "blowing_rods_unused"
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tool_behaviour = TOOL_BLOW //Rods take 5 ticks
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/obj/item/glasswork/glass_base //Welding takes 30 ticks
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name = "Glass fodder sheet"
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desc = "A sheet of glass set aside for glass working"
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icon_state = "glass_base"
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var/next_step = null
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var/rod = /obj/item/glasswork/blowing_rod
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/obj/item/tea_plate
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name = "Tea Plate"
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desc = "A polished plate for a tea cup. How fancy!"
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "tea_plate"
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/obj/item/tea_cup
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name = "Tea Cup"
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desc = "A glass cup made for fake tea!"
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "tea_plate"
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//////////////////////Chem Disk/////////////////////
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//Two Steps //
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//Sells for 300 cr, takes 10 glass shets //
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//Usefull for chem spliting //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/dish
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass dish. Needs to be cut with some tools."
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next_step = /obj/item/glasswork/glass_base/dish_part1
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/obj/item/glasswork/glass_base/dish/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/dish_part1
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name = "Half chem dish sheet"
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desc = "A sheet of glass cut in half, looks like it still needs some more cutting down"
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icon_state = "glass_base_half"
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next_step = /obj/item/reagent_containers/glass/beaker/glass_dish
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/obj/item/glasswork/glass_base/dish_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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//////////////////////Lens//////////////////////////
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//Six Steps //
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//Sells for 1800 cr, takes 15 glass shets //
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//Usefull for selling and later crafting //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/glass_lens
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass lens. Needs to be cut with some tools."
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next_step = /obj/item/glasswork/glass_base/glass_lens_part1
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/obj/item/glasswork/glass_base/glass_lens/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part1
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name = "Glass fodder sheet"
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desc = "Cut glass ready to be heated. Needs to be heated with some tools."
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icon_state = "glass_base_half"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part2
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/obj/item/glasswork/glass_base/glass_lens_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part2
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated. Needs to be heated more with some tools."
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icon_state = "glass_base_heat"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part3
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/obj/item/glasswork/glass_base/glass_lens_part2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part3
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part4
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/obj/item/glasswork/glass_base/glass_lens_part3/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/glass_lens_part4
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part5
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/obj/item/glasswork/glass_base/glass_lens_part4/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part5
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name = "Unpolished glass lens"
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desc = "A small unpolished glass lens. Could be polished with some silk."
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "glass_optics"
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next_step = /obj/item/glasswork/glass_base/glass_lens_part6
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/obj/item/glasswork/glass_base/glass_lens_part5/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/stack/sheet/silk))
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if(do_after(user,10, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/glass_lens_part6
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name = "Unrefined glass lens"
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desc = "A small polished glass lens. Just needs to be refined with some sandstone."
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icon = 'icons/obj/glass_ware.dmi'
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icon_state = "glass_optics"
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next_step = /obj/item/glasswork/lens
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/obj/item/glasswork/glass_base/glass_lens_part6/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/stack/sheet/mineral/sandstone))
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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//////////////////////Spouty Flask//////////////////
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//Four Steps //
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//Sells for 1200 cr, takes 20 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/spouty
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a spout beaker. Needs to be cut with some tools."
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next_step = /obj/item/glasswork/glass_base/spouty_part2
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/obj/item/glasswork/glass_base/spouty/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/spouty_part2
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated. Needs to be heated with some tools."
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icon_state = "glass_base_half"
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next_step = /obj/item/glasswork/glass_base/spouty_part3
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/obj/item/glasswork/glass_base/spouty_part2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/spouty_part3
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/spouty_part4
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/obj/item/glasswork/glass_base/spouty_part3/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/spouty_part4
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name = "Glass fodder sheet"
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desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/reagent_containers/glass/beaker/flask/spouty
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/obj/item/glasswork/glass_base/spouty_part4/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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//////////////////////Small Bulb Flask//////////////
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//Two Steps //
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//Sells for 600 cr, takes 5 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/flask_small
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a small flask. Needs to be heated with some tools."
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next_step = /obj/item/glasswork/glass_base/flask_small_part1
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/obj/item/glasswork/glass_base/flask_small/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/flask_small_part1
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name = "Metled glass"
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desc = "A blob of metled glass, this one is ideal for a small flask. Needs to be blown with some tools."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/flask_small_part2
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/obj/item/glasswork/glass_base/flask_small_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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/obj/item/glasswork/glass_base/flask_small_part2
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name = "Metled glass"
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desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/reagent_containers/glass/beaker/flask
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/obj/item/glasswork/glass_base/flask_small_part2/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_GLASS_CUT)
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if(do_after(user,20, target = src))
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new next_step(user.loc, 1)
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new rod(user.loc, 1)
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qdel(src)
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//////////////////////Large Bulb Flask//////////////
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//Two Steps //
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//Sells for 1000 cr, takes 15 glass shets //
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//Usefull for selling and chemical things //
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////////////////////////////////////////////////////
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/obj/item/glasswork/glass_base/flask_large
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name = "Glass fodder sheet"
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desc = "A set of glass sheets set aside for glass working, this one is ideal for a large flask. Needs to be heated with some tools."
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next_step = /obj/item/glasswork/glass_base/flask_large_part1
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/obj/item/glasswork/glass_base/flask_large/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_WELDER)
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if(do_after(user,30, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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/obj/item/glasswork/glass_base/flask_large_part1
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name = "Metled glass"
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desc = "A blob of metled glass, this one is ideal for a large flask. Needs to be blown with some tools."
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icon_state = "glass_base_molding"
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next_step = /obj/item/glasswork/glass_base/flask_large_part2
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/obj/item/glasswork/glass_base/flask_large_part1/attackby(obj/item/I, mob/user, params)
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..()
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if(I.tool_behaviour == TOOL_BLOW)
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if(do_after(user,5, target = src))
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new next_step(user.loc, 1)
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qdel(src)
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qdel(I)
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||||
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/obj/item/glasswork/glass_base/flask_large_part2
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name = "Metled glass"
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desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
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icon_state = "blowing_rods_inuse"
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next_step = /obj/item/reagent_containers/glass/beaker/flask/large
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|
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/obj/item/glasswork/glass_base/flask_large_part2/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(I.tool_behaviour == TOOL_GLASS_CUT)
|
||||
if(do_after(user,20, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
new rod(user.loc, 1)
|
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qdel(src)
|
||||
|
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//////////////////////Tea Plates////////////////////
|
||||
//Three Steps //
|
||||
//Sells for 1200 cr, takes 5 glass shets //
|
||||
//Usefull for selling and chemical things //
|
||||
////////////////////////////////////////////////////
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate
|
||||
name = "Glass fodder sheet"
|
||||
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea plate, how fancy! Needs to be heated with some tools."
|
||||
next_step = /obj/item/glasswork/glass_base/tea_plate1
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(I.tool_behaviour == TOOL_WELDER)
|
||||
if(do_after(user,30, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate1
|
||||
name = "Metled glass"
|
||||
desc = "A blob of metled glass, this one is ideal for a tea plate. Needs to be blown with some tools."
|
||||
icon_state = "glass_base_molding"
|
||||
next_step = /obj/item/glasswork/glass_base/tea_plate2
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate1/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(I.tool_behaviour == TOOL_BLOW)
|
||||
if(do_after(user,5, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
qdel(I)
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate2
|
||||
name = "Metled glass"
|
||||
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
|
||||
icon_state = "blowing_rods_inuse"
|
||||
next_step = /obj/item/glasswork/glass_base/tea_plate3
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate2/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(I.tool_behaviour == TOOL_GLASS_CUT)
|
||||
if(do_after(user,20, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
new rod(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate3
|
||||
name = "Disk of glass"
|
||||
desc = "A disk of glass that can be cant be used for much. Needs to be polished with some silk."
|
||||
icon_state = "glass_base_half"
|
||||
next_step = /obj/item/tea_plate
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_plate3/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/stack/sheet/silk))
|
||||
if(do_after(user,10, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
//////////////////////Tea Cup///////////////////////
|
||||
//Four Steps //
|
||||
//Sells for 1800 cr, takes 6 glass shets //
|
||||
//Usefull for selling and chemical things //
|
||||
////////////////////////////////////////////////////
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cup
|
||||
name = "Glass fodder sheet"
|
||||
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea cup, how fancy! Needs to be heated with some tools."
|
||||
next_step = /obj/item/glasswork/glass_base/tea_cup1
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cup/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(I.tool_behaviour == TOOL_WELDER)
|
||||
if(do_after(user,30, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cup1
|
||||
name = "Metled glass"
|
||||
desc = "A blob of metled glass, this one is ideal for a tea cup. Needs to be blown with some tools."
|
||||
icon_state = "glass_base_molding"
|
||||
next_step = /obj/item/glasswork/glass_base/tea_cup2
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cup1/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(I.tool_behaviour == TOOL_BLOW)
|
||||
if(do_after(user,5, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
qdel(I)
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cupe2
|
||||
name = "Metled glass"
|
||||
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
|
||||
icon_state = "blowing_rods_inuse"
|
||||
next_step = /obj/item/glasswork/glass_base/tea_cup3
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cup2/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(I.tool_behaviour == TOOL_GLASS_CUT)
|
||||
if(do_after(user,20, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
new rod(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cup3
|
||||
name = "Disk of glass"
|
||||
desc = "A bowl of glass that can be cant be used for much. Needs to be polished with some silk."
|
||||
icon_state = "glass_base_half"
|
||||
next_step = /obj/item/glasswork/glass_base/tea_cup4
|
||||
|
||||
/obj/item/glasswork/glass_base/cup3/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/stack/sheet/silk))
|
||||
if(do_after(user,10, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glass_base/tea_cup4
|
||||
name = "Disk of glass"
|
||||
desc = "A bowl of polished glass that can be cant be used for much. Needs some more glass to make a handle."
|
||||
icon_state = "glass_base_half"
|
||||
next_step = /obj/item/tea_cup
|
||||
|
||||
/obj/item/glasswork/glass_base/cup4/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/stack/sheet/glass))
|
||||
if(do_after(user,10, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
@@ -0,0 +1,100 @@
|
||||
//This file is for crafting using a lens!
|
||||
|
||||
/obj/item/glasswork/lens
|
||||
name = "Optical lens"
|
||||
desc = "Good for selling or crafting, by itself its useless"
|
||||
icon = 'icons/obj/glass_ware.dmi'
|
||||
icon_state = "glass_optics"
|
||||
|
||||
//Laser pointers - 2600
|
||||
/obj/item/glasswork/laserpointer_shell
|
||||
name = "Laser pointer assembly"
|
||||
desc = "Good for selling or crafting, by itself its useless. Needs a power capactor."
|
||||
icon_state = "laser_case"
|
||||
icon = 'icons/obj/glass_ware.dmi'
|
||||
next_step = /obj/item/glasswork/laserpointer_shell_1
|
||||
|
||||
/obj/item/glasswork/laserpointer_shell/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/stock_parts/capacitor))
|
||||
if(do_after(user,60, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/laserpointer_shell_1
|
||||
name = "Laser pointer assembly"
|
||||
desc = "Good for selling or crafting, by itself its useless. Needs a glass lens."
|
||||
icon_state = "laser_wire"
|
||||
icon_state = "laser_case"
|
||||
next_step = /obj/item/glasswork/laserpointer_shell_2
|
||||
|
||||
/obj/item/glasswork/laserpointer_shell_1/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/glasswork/lens))
|
||||
if(do_after(user,60, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/laserpointer_shell_2
|
||||
name = "Laser pointer assembly"
|
||||
desc = "Good for selling or crafting, by itself its useless. Needs to be screwed together."
|
||||
icon_state = "laser_wire"
|
||||
icon_state = "laser_case"
|
||||
next_step = /obj/item/laser_pointer/blue/handmade
|
||||
|
||||
/obj/item/glasswork/laserpointer_shell_2/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I.tool_behaviour == TOOL_SCREW))
|
||||
if(do_after(user,60, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
//NERD SHIT - 5000
|
||||
|
||||
/obj/item/glasswork/glasses_frame
|
||||
name = "Glasses Frame"
|
||||
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a pare of lens."
|
||||
icon = 'icons/obj/glass_ware.dmi'
|
||||
icon_state = "frames"
|
||||
next_step = /obj/item/glasswork/glasses_frame_1
|
||||
|
||||
/obj/item/glasswork/glasses_frame/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/glasswork/lens))
|
||||
if(do_after(user,60, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glasses_frame_1
|
||||
name = "Glasses Frame"
|
||||
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a the other lens."
|
||||
icon = 'icons/obj/glass_ware.dmi'
|
||||
icon_state = "frames_1"
|
||||
next_step = /obj/item/glasswork/glasses_frame_2
|
||||
|
||||
/obj/item/glasswork/glasses_frame_1/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I, /obj/item/glasswork/lens))
|
||||
if(do_after(user,60, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glasses_frame_2
|
||||
name = "Glasses Frame"
|
||||
desc = "Good for crafting a pare of glasses, by itself its useless. Just adjust the pices into the frame with a screwdriver."
|
||||
icon = 'icons/obj/glass_ware.dmi'
|
||||
icon_state = "frames_2"
|
||||
next_step = /obj/item/glasswork/glasses
|
||||
|
||||
/obj/item/glasswork/laserpointer_shell_2/attackby(obj/item/I, mob/user, params)
|
||||
..()
|
||||
if(istype(I.tool_behaviour == TOOL_SCREW))
|
||||
if(do_after(user,180, target = src))
|
||||
new next_step(user.loc, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glasses
|
||||
name = "Hand Made Glasses"
|
||||
desc = "Hande made glasses that have not been polished at all making them useless. Selling them could still be worth a bit of credits."
|
||||
icon = 'icons/obj/glass_ware.dmi'
|
||||
icon_state = "frames_2"
|
||||
Reference in New Issue
Block a user