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GS13NG/code/modules/smithing/finished_items.dm
lolman360 c2f36c8fe4 sprites
2020-08-16 17:03:57 +10:00

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/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