TESTMERGE TIME?
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@@ -11,8 +11,11 @@
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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_WAKI "dfsf" //draw shrink fold
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#define RECIPE_SCIMITAR "dfb" //draw fold bend
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#define RECIPE_BROADSWORD "dfufd" //draw fold upset fold draw
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#define RECIPE_SABRE "ddsf" //draw draw shrink fold
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#define RECIPE_RAPIER "sddf" //shrink draw draw fold
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#define RECIPE_BROADSWORD "dfuf" //draw fold upset fold
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#define RECIPE_ZWEIHANDER "udfsf" //upset draw fold shrink fold
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#define RECIPE_KATANA "fffff" //fold fold fold fold fold
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@@ -50,6 +53,9 @@
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RECIPE_SMALLPICK = /obj/item/smithing/prospectingpickhead,
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RECIPE_SHORTSWORD = /obj/item/smithing/shortswordblade,
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RECIPE_SCIMITAR = /obj/item/smithing/scimitarblade,
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RECIPE_WAKI = /obj/item/smithing/wakiblade,
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RECIPE_RAPIER = /obj/item/smithing/rapierblade,
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RECIPE_SABRE = /obj/item/smithing/sabreblade,
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RECIPE_SMALLKNIFE = /obj/item/smithing/knifeblade,
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RECIPE_BROADSWORD = /obj/item/smithing/broadblade,
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RECIPE_ZWEIHANDER = /obj/item/smithing/zweiblade,
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@@ -9,7 +9,7 @@
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total_mass = TOTAL_MASS_MEDIEVAL_WEAPON //yeah ok
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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force = 10
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force = 6
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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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@@ -31,6 +31,8 @@
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/obj/item/melee/smith/twohand
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item_flags = NEEDS_PERMIT //it's a bigass sword/spear. beepsky is going to give you shit for it.
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sharpness = SHARP_EDGED
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force = 5
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wielded_mult = 1.75
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w_class = WEIGHT_CLASS_BULKY
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@@ -49,6 +51,7 @@
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desc = "A pickaxe that can sound rocks to find mineral deposits and stop gibtonite detonations."
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icon = 'icons/obj/smith.dmi'
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icon_state = "pickaxe" //todo:sprite
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sharpness = SHARP_POINTY//it doesnt have a blade it has a point
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/obj/item/mining_scanner/prospector/Initialize()
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..()
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@@ -65,6 +68,7 @@
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desc = "A pickaxe."
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icon = 'icons/obj/smith.dmi'
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icon_state = "pickaxe"
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sharpness = SHARP_POINTY
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/obj/item/pickaxe/smithed/Initialize()
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..()
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@@ -81,6 +85,7 @@
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desc = "A shovel."
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icon = 'icons/obj/smith.dmi'
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icon_state = "shovel"
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sharpness = SHARP_EDGED //it cuts through the earth
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/obj/item/shovel/smithed/Initialize()
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..()
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@@ -101,6 +106,7 @@
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/obj/item/melee/smith/twohand/halberd
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name = "halberd"
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icon_state = "halberd"
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w_class = WEIGHT_CLASS_HUGE
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overlay_state = "spearhandle"
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slot_flags = ITEM_SLOT_BACK
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@@ -114,6 +120,7 @@
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overlay_state = "longhandle"
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wielded_mult = 1.5
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slot_flags = ITEM_SLOT_BACK
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sharpness = SHARP_POINTY
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/obj/item/melee/smith/twohand/javelin/ComponentInitialize()
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@@ -134,9 +141,11 @@
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/obj/item/melee/smith/twohand/pike
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name = "pike"
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icon_state = "pike"
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w_class = WEIGHT_CLASS_HUGE
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overlay_state = "longhandle"
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reach = 2 //yeah ok
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slot_flags = ITEM_SLOT_BACK
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sharpness = SHARP_POINTY
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//////////////////////////
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// Other Melee //
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@@ -162,16 +171,19 @@
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/obj/item/melee/smith/shortsword
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name = "gladius"
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item_flags = NEEDS_PERMIT
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sharpness = SHARP_EDGED
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icon_state = "gladius"
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overlay_state = "gladiushilt"
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/obj/item/melee/smith/shortsword/scimitar
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name = "scimitar"
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sharpness = SHARP_EDGED
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icon_state = "scimitar"
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overlay_state = "scimitarhilt"
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/obj/item/melee/smith/wakizashi
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name = "wakizashi"
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sharpness = SHARP_EDGED
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item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
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icon_state = "waki"
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overlay_state = "wakihilt"
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@@ -217,6 +229,7 @@
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/obj/item/melee/smith/sabre
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name = "sabre"
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icon_state = "sabre"
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sharpness = SHARP_EDGED
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overlay_state = "sabrehilt"
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armour_penetration = 15
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force = 9
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@@ -227,8 +240,10 @@
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/obj/item/melee/smith/sabre/rapier
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name = "rapier"
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icon_state = "rapier"
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sharpness = SHARP_EDGED
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overlay_state = "rapierhilt"
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force = 6 //less force, stronger parry
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sharpness = SHARP_POINTY
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armour_penetration = 30
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block_parry_data = /datum/block_parry_data/smithrapier
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@@ -256,6 +256,38 @@
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finalitem.force += quality
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..()
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/obj/item/smithing/wakiblade
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name = "smithed wakizashi blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/wakizashi
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icon_state = "waki"
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/obj/item/smithing/wakiblade/startfinish()
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finalitem = new /obj/item/melee/smith/wakizashi(src)
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finalitem.force += quality
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..()
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/obj/item/smithing/sabreblade
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name = "smithed sabre blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/sabre
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icon_state = "sabre"
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/obj/item/smithing/sabrerblade/startfinish()
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finalitem = new /obj/item/melee/smith/sabre(src)
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finalitem.force += quality
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..()
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/obj/item/smithing/rapierblade
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name = "smithed rapier blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/sabre/rapier
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icon_state = "rapier"
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/obj/item/smithing/rapierblade/startfinish()
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finalitem = new /obj/item/melee/smith/sabre/rapier(src)
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finalitem.force += quality
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..()
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/obj/item/smithing/knifeblade
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name = "smithed knife blade"
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