AnPrim
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@@ -6,14 +6,21 @@
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#define RECIPE_SMALLPICK "dbp" //draw bend punch
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#define RECIPE_LARGEPICK "ddbp" //draw draw bend punch
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#define RECIPE_SHOVEL "dfup" //draw fold upset punch
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#define RECIPE_SMALLKNIFE "sdd" //shrink draw draw
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#define RECIPE_HAMMER "sfp" //shrink fold punch
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#define RECIPE_AXE "ufp" //upset fold punch
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#define RECIPE_SMALLKNIFE "sdd" //shrink draw draw
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#define RECIPE_SHORTSWORD "dff" //draw fold fold
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#define RECIPE_JAVELIN "dbf" //draw bend fold
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#define RECIPE_BROADSWORD "dfufd" //draw fold upset fold draw
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#define RECIPE_KATANA "fffff" //fold fold fold fold fold
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#define RECIPE_SCYTHE "bdf" //bend draw fold
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#define RECIPE_COGHEAD "bsf" //bend shrink fold.
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#define RECIPE_BROADSWORD "dfufd" //draw fold upset fold draw
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#define RECIPE_JAVELIN "dbf" //draw bend fold
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#define RECIPE_HALBERD "duffp" //draw upset fold fold punch
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#define RECIPE_GLAIVE "usfp" //upset shrink fold punch
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@@ -31,6 +38,7 @@
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var/currentsteps = 0 //even i don't know
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var/outrightfailchance = 1 //todo: document this shit
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var/stepsdone = ""
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var/rng = FALSE
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var/list/smithrecipes = list(RECIPE_AXE = /obj/item/smithing/axehead,
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RECIPE_HAMMER = /obj/item/smithing/hammerhead,
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RECIPE_SCYTHE = /obj/item/smithing/scytheblade,
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@@ -133,7 +141,7 @@
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tryfinish(user)
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/obj/structure/anvil/proc/tryfinish(mob/user)
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if(currentsteps > 12 || (rng && prob(outrightfailchance))
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if(currentsteps > 12 || (rng && prob(outrightfailchance)))
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to_chat(user, "You overwork the metal, causing it to turn into useless slag!")
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var/turf/T = get_turf(user)
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workpiece_state = FALSE
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@@ -160,6 +168,59 @@
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outrightfailchance = 1
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break
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/obj/structure/anvil/debugsuper
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name = "super ultra epic anvil of debugging."
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desc = "WOW. A DEBUG <del>ITEM</DEL> STRUCTURE. EPIC."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = 10
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outrightfailchance = 0
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/obj/structure/anvil/obtainable
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name = "anvil"
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desc = "Base class of anvil. This shouldn't exist, but is useable."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = 0
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outrightfailchance = 5
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rng = TRUE
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/obj/structure/anvil/obtainable/table
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name = "table anvil"
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desc = "A slightly reinforced table. Good luck."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = -2
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/obj/structure/anvil/obtainable/table/do_shaping(mob/user, var/qualitychange)
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if(prob(5))
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to_chat(user, "The [src] breaks under the strain!")
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take_damage(max_integrity)
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return FALSE
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else
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..()
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/obj/structure/anvil/obtainable/sandstone
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name = "sandstone brick anvil"
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desc = "A big block of sandstone. Useable as an anvil."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = -1
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/obj/structure/anvil/obtainable/basalt
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name = "basalt brick anvil"
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desc = "A big block of basalt. Useable as an anvil, better than sandstone. Igneous!"
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = -0.5
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/obj/structure/anvil/obtainable/basic
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name = "anvil"
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desc = "An anvil. It's got wheels bolted to the bottom."
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icon = 'icons/obj/smith.dmi'
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icon_state = "anvil"
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anvilquality = 0
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#undef WORKPIECE_PRESENT
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#undef WORKPIECE_INPROGRESS
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