110 lines
2.6 KiB
Plaintext
110 lines
2.6 KiB
Plaintext
/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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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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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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wielded_mult = 1.75
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/obj/item/melee/smith/twohand/Initialize()
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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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AddComponent(/datum/component/jousting)
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AddElement(/datum/element/sword_point)
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AddComponent(/datum/component/two_handed, force_unwielded=force, force_wielded=wield_force, icon_wielded="[icon_state]_wield")
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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/mining.dmi'
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icon_state = "pickaxe" //todo:sprite
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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/mining.dmi'
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icon_state = "pickaxe"
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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/mining.dmi'
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icon_state = "shovel"
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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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/obj/item/melee/smith/twohand/halberd/Initialize()
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..()
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throwforce = force/3
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/obj/item/melee/smith/twohand/javelin
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name = "javelin"
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wielded_mult = 1.5
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/obj/item/melee/smith/twohand/javelin/Initialize()
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..()
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throwforce = force*2
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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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/obj/item/melee/smith/hammer//blacksmithing, not warhammer.
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name = "hammer"
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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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/obj/item/melee/smith/shortsword
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name = "shortsword"
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/obj/item/melee/smith/twohand/broadsword
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name = "broadsword"
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force = 15
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wielded_mult = 1.8
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