Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -12,31 +12,31 @@
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/obj/item/weapon/sharpener/attackby(obj/item/I, mob/user, params)
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if(used)
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user << "<span class='notice'>The sharpening block is too worn to use again.</span>"
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to_chat(user, "<span class='notice'>The sharpening block is too worn to use again.</span>")
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return
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if(I.force >= max || I.throwforce >= max)//no esword sharpening
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user << "<span class='notice'>[I] is much too powerful to sharpen further.</span>"
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to_chat(user, "<span class='notice'>[I] is much too powerful to sharpen further.</span>")
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return
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if(requires_sharpness && !I.sharpness)
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user << "<span class='notice'>You can only sharpen items that are already sharp, such as knives.</span>"
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to_chat(user, "<span class='notice'>You can only sharpen items that are already sharp, such as knives.</span>")
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return
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if(istype(I, /obj/item/weapon/melee/energy))
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user << "<span class='notice'>You don't think \the [I] will be the thing getting modified if you use it on \the [src].</span>"
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to_chat(user, "<span class='notice'>You don't think \the [I] will be the thing getting modified if you use it on \the [src].</span>")
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return
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if(istype(I, /obj/item/weapon/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
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var/obj/item/weapon/twohanded/TH = I
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if(TH.force_wielded >= max)
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user << "<span class='notice'>[TH] is much too powerful to sharpen further.</span>"
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to_chat(user, "<span class='notice'>[TH] is much too powerful to sharpen further.</span>")
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return
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if(TH.wielded)
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user << "<span class='notice'>[TH] must be unwielded before it can be sharpened.</span>"
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to_chat(user, "<span class='notice'>[TH] must be unwielded before it can be sharpened.</span>")
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return
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if(TH.force_wielded > initial(TH.force_wielded))
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user << "<span class='notice'>[TH] has already been refined before. It cannot be sharpened further.</span>"
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to_chat(user, "<span class='notice'>[TH] has already been refined before. It cannot be sharpened further.</span>")
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return
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TH.force_wielded = Clamp(TH.force_wielded + increment, 0, max)//wieldforce is increased since normal force wont stay
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if(I.force > initial(I.force))
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user << "<span class='notice'>[I] has already been refined before. It cannot be sharpened further.</span>"
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to_chat(user, "<span class='notice'>[I] has already been refined before. It cannot be sharpened further.</span>")
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return
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user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
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I.sharpness = IS_SHARP_ACCURATE
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