216 lines
5.0 KiB
Plaintext
216 lines
5.0 KiB
Plaintext
//TODO: OBTAILABILITY, ANVIL TYPES, HAMMER TYPES, INGOTS
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/*
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sords:
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broadsword [x]
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gladius [x]
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dirk [x]
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zweihander [x]
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sabre
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rapier
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scimitar
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katana [x]
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polearms:
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halberd [x]
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glaive [x]
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javelin [x]
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pike
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misc:
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blacksmith's hammer [x]
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scythe [x]
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axe
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coghead club
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pickaxes [x]
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*/
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/obj/item/melee/smith
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name = "base class obj/item/melee/smith" //tin. handles overlay and quality and shit.
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desc = "cringe"
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icon = 'icons/obj/smith.dmi'
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icon_state = "mace_greyscale"
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item_state = "mace_greyscale"
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material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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force = 10
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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var/quality
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var/overlay_state = "stick"
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var/mutable_appearance/overlay
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var/wielded_mult = 1
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var/wield_force = 15
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/obj/item/melee/smith/Initialize()
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..()
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if(desc == "cringe")
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desc = "A handmade [name]."
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overlay = mutable_appearance(icon, overlay_state)
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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/melee/smith/twohand
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item_flags = NEEDS_PERMIT //it's a bigass sword/spear. beepsky is going to give you shit for it.
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wielded_mult = 1.75
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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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AddElement(/datum/element/sword_point)
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///////////////////////////
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// Mining //
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///////////////////////////
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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/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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var/mutable_appearance/overlay
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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/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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var/mutable_appearance/overlay
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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/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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var/mutable_appearance/overlay
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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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// Spears //
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///////////////////////////
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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/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/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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/obj/item/melee/smith/axe
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name = "axe"
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item_flags = NEEDS_PERMIT
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/obj/item/melee/smith/hammer//blacksmithing, not warhammer.
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name = "hammer"
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icon_state = "hammer"
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overlay_state = "hammerhandle"
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var/qualitymod = 0
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/obj/item/scythe/smithed //we need to inherit scythecode, but that's about it.
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material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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/obj/item/melee/smith/cogheadclub
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name = "coghead club"
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item_flags = NEEDS_PERMIT
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/obj/item/melee/smith/shortsword
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name = "gladius"
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item_flags = NEEDS_PERMIT
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icon_state = "gladius"
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overlay_state = "gladiushilt"
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/obj/item/melee/smith/twohand/broadsword
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name = "broadsword"
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icon_state = "broadsword"
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overlay_state = "broadhilt"
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force = 11
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wielded_mult = 1.8
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/obj/item/melee/smith/twohand/zweihander
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name = "zweihander"
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icon_state = "zweihander"
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overlay_state = "zweihilt"
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force = 4
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wielded_mult = 3
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/obj/item/melee/smith/twohand/katana
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name = "katana"
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icon_state = "katana"
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overlay_state = "katanahilt"
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force = 7
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wielded_mult = 2
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item_flags = ITEM_CAN_PARRY | UNIQUE_RENAME //want to name your katana "DEMON BLADE" or some shit? go ahead, idiot.
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block_parry_data = /datum/block_parry_data/captain_saber
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//unique hammers
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/obj/item/melee/smith/hammer/toolbox
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name = "toolbox hammer"
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desc = "A metal filled toolbox on a stick. Useable as a really shitty hammer."
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w_class = WEIGHT_CLASS_BULKY
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icon_state = "toolbox"
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overlay_state = "hammerhandle"
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qualitymod = -2
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/obj/item/melee/smith/hammer/debug
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name = "debugging hammer"
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desc = "A DEBUGGING HAMMER!! EPIC!!."
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qualitymod = 10
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