workies!!
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@@ -4,6 +4,7 @@
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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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@@ -12,13 +13,26 @@
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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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. = ..()
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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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var/wielded_mult = 1.75
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/obj/item/melee/smith/twohand/ComponentInitialize()
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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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var/fw = force*wielded_mult
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AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=fw, icon_wielded="[icon_state]_wield")
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///////////////////////////
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@@ -51,13 +65,21 @@
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///////////////////////////
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/obj/item/melee/smith/halberd
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/obj/item/melee/smith/javelin
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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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@@ -65,14 +87,23 @@
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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
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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/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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