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GS13NG/code/modules/smithing/smithed_items.dm
2020-08-15 17:09:12 +10:00

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/obj/item/smithing
name = "base class /obj/item/smithing"
icon = 'icons/obj/smith.dmi'
icon_state = "unfinished"
material_flags = MATERIAL_COLOR | MATERIAL_ADD_PREFIX
var/quality = 0 //quality. Changed by the smithing process.
var/obj/item/finishingitem = /obj/item/stick //What this item needs to be hit by to create finalitem
var/obj/item/finalitem = /obj/item/melee/smith
/obj/item/ingot
name = "ingot"
icon = 'icons/obj/smith.dmi'
icon_state = "unfinished"
material_flags = MATERIAL_COLOR | MATERIAL_ADD_PREFIX
var/workability = "shapeable"
/obj/item/ingot/iron
custom_materials = list(/datum/material/iron=12000)
/obj/item/smithing/Initialize()
desc = "A [src]. Hit it with a [finishingitem] to create a [finalitem]."
/obj/item/smithing/attackby(obj/item/I, mob/user)
if(istype(I, finishingitem))
to_chat(user, "You finish the [src].")
qdel(I)
dofinish()
else
return ..()
/obj/item/smithing/proc/dofinish()
var/turf/T = get_turf(src)
. = new finalitem(T)
finalitem.set_custom_materials(custom_materials)
var/qualname
switch(quality)
if(-1000 to -5)
qualname = "awful"
if(-1000 to -2)
qualname = "shoddy"
if(-1000 to 0)
qualname = "poor"
if(0)
qualname = "normal"
if(10 to INFINITY)
qualname = "legendary"
if(8,9)
qualname = "masterwork"
if(6,7)
qualname = "excellent"
if(4,5)
qualname = "good"
if(1,2,3)
qualname = "above-average"
var/datum/material/mat = custom_materials[1]
mat = mat.name
finalitem.name = "[qualname] [mat] [finalitem.name]."
qdel(src)
return
/obj/item/smithing/axehead
name = "smithed axe head"
finalitem = /obj/item/melee/smith/axe
/obj/item/smithing/axehead/dofinish()
finalitem.force += quality
..()
/obj/item/smithing/hammerhead
name = "smithed hammer head"
var/obj/item/melee/smith/hammer/finalforreal = /obj/item/melee/smith/hammer
/obj/item/smithing/hammerhead/dofinish()
finalforreal.force += quality/2
finalforreal.qualitymod = quality/4
finalitem = finalforreal
..()
/obj/item/smithing/scytheblade
name = "smithed scythe head"
finalitem = /obj/item/scythe/smithed
/obj/item/smithing/scytheblade/dofinish()
finalitem.force += quality
..()
/obj/item/smithing/shovelhead
name = "smithed shovel head"
finalitem = /obj/item/shovel/smithed
/obj/item/smithing/shovelhead/dofinish()
finalitem.force += quality/2
finalitem.toolspeed /= quality
..()
/obj/item/smithing/cogheadclubhead
name = "smithed coghead club head"
finalitem = /obj/item/melee/smith/cogheadclub
/obj/item/smithing/cogheadclubhead/dofinish()
finalitem.force += quality
..()
/obj/item/smithing/javelinhead
name = "smithed javelin head"
finalitem = /obj/item/melee/smith/javelin
/obj/item/smithing/javelinhead/dofinish()
finalitem.force += quality
..()
/obj/item/smithing/pickaxehead
name = "smithed pickaxe head"
var/obj/item/pickaxe/smithed/finalforreal = /obj/item/pickaxe/smithed
/obj/item/smithing/pickaxehead/dofinish()
finalforreal.force += quality/2
finalforreal.toolspeed /= quality
switch(quality)
if(10 to INFINITY)
finalforreal.digrange = 4
if(5 to 9)
finalforreal.digrange = 3
if(3,4)
finalforreal.digrange = 2
finalitem = finalforreal
..()
/obj/item/smithing/prospectingpickhead
name = "smithed prospector's pickaxe head"
var/obj/item/mining_scanner/prospector/finalforreal = /obj/item/mining_scanner/prospector
/obj/item/smithing/prospectingpickhead/dofinish()
finalforreal.range = 2 + quality
finalforreal.cooldown = 100/quality
finalitem = finalforreal
..()
/obj/item/smithing/shortswordblade
name = "smithed shortsword blade"
finishingitem = /obj/item/swordhandle
finalitem = /obj/item/melee/smith/shortsword
/obj/item/smithing/shortswordblade/dofinish()
finalitem.force += quality
..()
/obj/item/smithing/knifeblade
name = "smithed knife blade"
finishingitem = /obj/item/swordhandle
finalitem = /obj/item/kitchen/knife
/obj/item/smithing/knifehead/dofinish()
finalitem.force += quality/2
..()
/obj/item/smithing/broadblade
name = "smithed broadsword blade"
finishingitem = /obj/item/swordhandle
finalitem = /obj/item/melee/smith/shortsword
/obj/item/smithing/broadblade/dofinish()
finalitem.force += quality
..()
/obj/item/smithing/halberdhead
name = "smithed halberd head"
finalitem = /obj/item/melee/smith/halberd
/obj/item/smithing/halberdhead/dofinish()
finalitem.force += quality
..()
/obj/item/stick
name = "wooden rod"
desc = "It's a rod, suitable for use of a handle of a tool. Also could serve as a weapon, in a pinch."
icon = 'icons/obj/smith.dmi'
icon_state = "stick"
force = 7
/obj/item/swordhandle
name = "sword handle"
desc = "It's a rod, suitable for use of a handle of a tool. Also could serve as a weapon, in a pinch."
icon = 'icons/obj/smith.dmi'
icon_state = "stick"