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// Stub for forging. TODO barrel crafting. | ||
/obj/item/barrel_rim | ||
name = "barrel rim" | ||
desc = "A circular brace used to hold a barrel together." | ||
icon_state = ICON_STATE_WORLD | ||
icon = 'icons/obj/items/barrel_rim.dmi' | ||
material = /decl/material/solid/metal/iron | ||
material_alteration = MAT_FLAG_ALTERATION_ALL |
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/obj/item/stack/material/nail | ||
name = "nails" | ||
singular_name = "nail" | ||
plural_name = "nails" | ||
icon_state = "nail" | ||
plural_icon_state = "nail-mult" | ||
max_icon_state = "nail-max" | ||
stack_merge_type = /obj/item/stack/material/nail | ||
crafting_stack_type = /obj/item/stack/material/nail | ||
icon = 'icons/obj/items/stacks/nails.dmi' | ||
is_spawnable_type = TRUE | ||
matter_multiplier = 0.05 // 20 per standard sheet | ||
material = /decl/material/solid/metal/iron | ||
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/obj/item/stack/material/nail/twelve | ||
amount = 12 |
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/decl/modpack/blacksmithy | ||
name = "Blacksmithy" | ||
|
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#ifndef MODPACK_BLACKSMITHY | ||
#define MODPACK_BLACKSMITHY | ||
// BEGIN_INCLUDE | ||
#include "_blacksmithy.dm" | ||
#include "anvil.dm" | ||
#include "bars.dm" | ||
#include "billet.dm" | ||
#include "boulder.dm" | ||
#include "forge_fire.dm" | ||
#include "forging_action.dm" | ||
#include "forging_step.dm" | ||
#include "tongs.dm" | ||
// END_INCLUDE | ||
#endif |
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/obj/structure/anvil | ||
name = "anvil" | ||
desc = "A heavy block of material used as support for hammering things into shape." | ||
icon = 'icons/obj/structures/anvil.dmi' | ||
icon_state = ICON_STATE_WORLD | ||
anchored = TRUE | ||
density = TRUE | ||
opacity = FALSE | ||
atom_flags = ATOM_FLAG_CLIMBABLE | ||
w_class = ITEM_SIZE_STRUCTURE //_LARGE | ||
material = /decl/material/solid/metal/iron | ||
max_health = 1000 | ||
structure_flags = STRUCTURE_FLAG_SURFACE | ||
material_alteration = MAT_FLAG_ALTERATION_ALL | ||
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/obj/structure/anvil/on_update_icon() | ||
. = ..() | ||
icon_state = initial(icon_state) | ||
switch(get_health_percent()) | ||
if(0 to 0.35) | ||
icon_state = "[icon_state]-damage-heavy" | ||
if(0.35 to 0.65) | ||
icon_state = "[icon_state]-damage-light" | ||
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/obj/structure/anvil/attackby(obj/item/used_item, mob/user, click_params) | ||
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// Put the hammer on the forge. | ||
if(!user.check_intent(I_FLAG_HARM) && istype(used_item, /obj/item/tool/hammer/forge)) | ||
if(user.try_unequip(used_item, get_turf(src))) | ||
auto_align(used_item, click_params) | ||
return TRUE | ||
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// Put the bar onto the anvil (need to do this to avoid repairs in ..()) | ||
if(istype(used_item, /obj/item/stack/material/bar)) | ||
var/obj/item/stack/material/bar/bar = used_item | ||
if(used_item.material != material || current_health >= get_max_health()) | ||
if(bar.get_amount() > 1) | ||
bar = bar.split(1) | ||
if(bar.loc == user) | ||
user.try_unequip(bar, get_turf(src)) | ||
else | ||
bar.dropInto(get_turf(src)) | ||
auto_align(bar, click_params) | ||
return TRUE | ||
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// Place a partially worked billet onto the anvil. | ||
if(istype(used_item, /obj/item/billet)) | ||
if(used_item.loc == user) | ||
user.try_unequip(used_item, get_turf(src)) | ||
else | ||
used_item.dropInto(get_turf(src)) | ||
auto_align(used_item, click_params) | ||
return TRUE | ||
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||
// Put the bar from tongs onto the anvil. | ||
if(istype(used_item, /obj/item/tongs)) | ||
var/obj/item/tongs/tongs = used_item | ||
if(tongs.holding_bar) | ||
return attackby(tongs.holding_bar, user) | ||
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. = ..() | ||
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// Chipped out of a boulder with a pick. | ||
/obj/structure/anvil/boulder | ||
name_prefix = "crude" | ||
icon = 'icons/obj/structures/anvil_crude.dmi' | ||
desc = "A crude anvil chipped out of a chunk of stone. It probably won't last very long." | ||
material = /decl/material/solid/stone/granite | ||
max_health = 500 | ||
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/obj/structure/anvil/boulder/Initialize(ml, _mat, _reinf_mat) | ||
. = ..() | ||
if(prob(50)) | ||
set_icon('icons/obj/structures/anvil_crude_alt.dmi') | ||
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// Improvised with spaceman materials. | ||
/obj/structure/anvil/improvised | ||
name_prefix = "improvised" | ||
icon = 'icons/obj/structures/anvil_improvised.dmi' | ||
desc = "A anvil roughly improvised out of scrap metal. It probably won't last very long." | ||
material = /decl/material/solid/metal/steel | ||
max_health = 500 | ||
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||
/decl/stack_recipe/steel/furniture | ||
result_type = /obj/structure/anvil/improvised | ||
difficulty = MAT_VALUE_HARD_DIY |
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