/obj/item/melee/smith name = "base class obj/item/melee/smith" //tin. handles overlay and quality and shit. icon = 'icons/obj/smith.dmi' icon_state = "mace_greyscale" item_state = "mace_greyscale" material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS force = 10 lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' var/quality var/overlay_state = "stick" var/mutable_appearance/overlay var/wielded_mult = 1 var/wield_force = 15 /obj/item/melee/smith/Initialize() ..() desc = "A handmade [name]." overlay = mutable_appearance(icon, overlay_state) overlay.appearance_flags = RESET_COLOR add_overlay(overlay) if(force < 0) force = 0 /obj/item/melee/smith/twohand wielded_mult = 1.75 /obj/item/melee/smith/twohand/ComponentInitialize() . = ..() AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad. AddElement(/datum/element/sword_point) /////////////////////////// // Mining // /////////////////////////// /obj/item/mining_scanner/prospector name = "prospector's pickaxe" desc = "A pickaxe that can sound rocks to find mineral deposits and stop gibtonite detonations." icon = 'icons/obj/smith.dmi' icon_state = "pickaxe" //todo:sprite /obj/item/mining_scanner/prospector/Initialize() ..() desc = "A handmade [name]." overlay = mutable_appearance(icon, "minihandle") overlay.appearance_flags = RESET_COLOR add_overlay(overlay) if(force < 0) force = 0 /obj/item/pickaxe/smithed name = "pickaxe" desc = "A pickaxe." icon = 'icons/obj/smith.dmi' icon_state = "pickaxe" /obj/item/pickaxe/smithed/Initialize() ..() desc = "A handmade [name]." overlay = mutable_appearance(icon, "stick") overlay.appearance_flags = RESET_COLOR add_overlay(overlay) if(force < 0) force = 0 /obj/item/shovel/smithed name = "shovel" desc = "A shovel." icon = 'icons/obj/smith.dmi' icon_state = "shovel" /obj/item/shovel/smithed/Initialize() ..() desc = "A handmade [name]." overlay = mutable_appearance(icon, "shovelhandle") overlay.appearance_flags = RESET_COLOR add_overlay(overlay) if(force < 0) force = 0 /////////////////////////// // Spears // /////////////////////////// /obj/item/melee/smith/twohand/halberd name = "halberd" icon_state = "halberd" overlay_state = "spearhandle" /obj/item/melee/smith/twohand/halberd/ComponentInitialize() . = ..() AddComponent(/datum/component/jousting) /obj/item/melee/smith/twohand/javelin name = "javelin" icon_state = "javelin" overlay_state = "longhandle" wielded_mult = 1.5 /obj/item/melee/smith/twohand/javelin/ComponentInitialize() . = ..() AddComponent(/datum/component/jousting) /obj/item/melee/smith/twohand/glaive name = "glaive" icon_state = "glaive" overlay_state = "longhandle" /obj/item/melee/smith/twohand/glaive/ComponentInitialize() . = ..() AddComponent(/datum/component/jousting) ////////////////////////// // Other Melee // /////////////////////////// /obj/item/melee/smith/axe name = "axe" /obj/item/melee/smith/hammer//blacksmithing, not warhammer. name = "hammer" var/qualitymod = 0 /obj/item/scythe/smithed //we need to inherit scythecode, but that's about it. material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS /obj/item/melee/smith/cogheadclub name = "coghead club" /obj/item/melee/smith/shortsword name = "shortsword" /obj/item/melee/smith/twohand/broadsword name = "broadsword" force = 15 wielded_mult = 1.8