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Bleeding-Edge
code/modules/blacksmithing/anvil.dm
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rob
adds many periods to many descriptions (#29577)
31 май 2021, 00:12
Не верифицирован
31 май 2021, 00:12
afd51af
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/** Anvil Is treated as an item that can not be picked up, pushed, or pulled, unless you are incredibly strong. Can place blacksmithing placeholders onto it like a table. Necessary to actually hammer them into shape. **/ /obj/item/anvil name = "anvil" desc = "For rounding and crafting objects. Combined with a hammer, you can likely craft some pleasant weapons with this." w_class = W_CLASS_GIANT icon = 'icons/obj/blacksmithing.dmi' icon_state = "anvil" impactsound = 'sound/misc/clang.ogg' layer = TABLE_LAYER flags = FPRINT | TWOHANDABLE | MUSTTWOHAND density = 1 force = 40 //as much as a wielded fireaxe throwforce = 40 /obj/item/anvil/can_pickup(mob/living/M) if(!..()) return FALSE if(M.get_strength() > 2) return TRUE /obj/item/anvil/can_be_pulled(mob/user) if(istype(user, /mob/living)) var/mob/living/L = user if(L.get_strength() >= 2) return TRUE return FALSE /obj/item/anvil/check_airflow_movable(n) if(n > 1000) return TRUE return FALSE /obj/item/anvil/can_be_pushed(mob/living/user) return user.get_strength() >= 2 /obj/item/anvil/attackby(obj/item/W, mob/user, params) if(user.drop_item(W, src.loc)) if(W.loc == src.loc && params) W.setPixelOffsetsFromParams(params, user) return 1 /obj/item/anvil/attack_tk(mob/user) return attack_hand(user)