you forgot the knife idiot
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@@ -106,15 +106,15 @@
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switch(stepdone)
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if("weak hit")
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currentsteps += 1
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outrightfailchance += 10
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outrightfailchance += 5
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currentquality += 1
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if("strong hit")
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currentsteps += 2
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outrightfailchance += 17.5
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outrightfailchance += 9.5
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currentquality += 2
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if("heavy hit")
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currentsteps += 3
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outrightfailchance += 25
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outrightfailchance += 12.5
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currentquality += 3
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if("fold")
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stepsdone += "f"
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@@ -146,7 +146,7 @@
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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 > 10 || (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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@@ -265,7 +265,15 @@
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/obj/item/smithing/knifehead/startfinish()
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finalitem = new /obj/item/kitchen/knife(src)
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finalitem.force += quality/2
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finalitem.force = 4 + quality/2
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finalitem.icon = 'icons/obj/smith.dmi'
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finalitem.icon_state = "dagger"
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var/mutable_appearance/overlay = mutable_appearance('icons/obj/smith.dmi', "daggerhilt")
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overlay.appearance_flags = RESET_COLOR
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finalitem.add_overlay(overlay)
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if(finalitem.force < 0)
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finalitem.force = 0
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finalitem.MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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..()
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/obj/item/smithing/broadblade
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