compilies/??
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@@ -1,10 +1,24 @@
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/obj/item/smithing
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name = "base class /obj/item/smithing"
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desc = "A [src]. Hit it with a [finishingitem] to create a [finalitem]."
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icon = 'icons/obj/smith.dmi'
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icon_state = "unfinished"
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material_flags = MATERIAL_COLOR | MATERIAL_ADD_PREFIX
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var/quality = 0 //quality. Changed by the smithing process.
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var/obj/item/finishingitem = /obj/item/stick //What this item needs to be hit by to create finalitem
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var/obj/item/finalitem = /obj/item
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var/obj/item/finalitem = /obj/item/melee/smith
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/obj/item/ingot
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name = "ingot"
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icon = 'icons/obj/smith.dmi'
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icon_state = "unfinished"
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material_flags = MATERIAL_COLOR | MATERIAL_ADD_PREFIX
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var/workability = "shapeable"
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/obj/item/ingot/iron
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custom_materials = list(/datum/material/iron=12000)
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/obj/item/smithing/Initialize()
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desc = "A [src]. Hit it with a [finishingitem] to create a [finalitem]."
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/obj/item/smithing/attackby(obj/item/I, mob/user)
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if(istype(I, finishingitem))
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to_chat(user, "You finish the [src].")
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@@ -16,12 +30,37 @@
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/obj/item/smithing/proc/dofinish()
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var/turf/T = get_turf(src)
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new finalitem(T)
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. = new finalitem(T)
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finalitem.set_custom_materials(custom_materials)
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var/qualname
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switch(quality)
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if(-1000 to -5)
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qualname = "awful"
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if(-1000 to -2)
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qualname = "shoddy"
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if(-1000 to 0)
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qualname = "poor"
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if(0)
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qualname = "normal"
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if(10 to INFINITY)
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qualname = "legendary"
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if(8,9)
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qualname = "masterwork"
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if(6,7)
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qualname = "excellent"
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if(4,5)
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qualname = "good"
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if(1,2,3)
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qualname = "above-average"
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var/datum/material/mat = custom_materials[1]
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mat = mat.name
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finalitem.name = "[qualname] [mat] [finalitem.name]."
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qdel(src)
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return
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/obj/item/smithing/axehead
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name = "smithed axe head"
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finalitem = /obj/item/hatchet/smithed
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finalitem = /obj/item/melee/smith/axe
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/obj/item/smithing/axehead/dofinish()
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finalitem.force += quality
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@@ -29,11 +68,12 @@
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/obj/item/smithing/hammerhead
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name = "smithed hammer head"
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finalitem = /obj/item/melee/hammer
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var/obj/item/melee/smith/hammer/finalforreal = /obj/item/melee/smith/hammer
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/obj/item/smithing/hammerhead/dofinish()
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finalitem.force += quality/2
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finalitem.qualitymod = quality/4
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finalforreal.force += quality/2
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finalforreal.qualitymod = quality/4
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finalitem = finalforreal
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..()
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/obj/item/smithing/scytheblade
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@@ -55,7 +95,7 @@
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/obj/item/smithing/cogheadclubhead
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name = "smithed coghead club head"
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finalitem = /obj/item/melee/cleric_mace/cogheadclub
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finalitem = /obj/item/melee/smith/cogheadclub
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/obj/item/smithing/cogheadclubhead/dofinish()
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finalitem.force += quality
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@@ -63,7 +103,7 @@
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/obj/item/smithing/javelinhead
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name = "smithed javelin head"
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finalitem = /obj/item/spear/javelin
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finalitem = /obj/item/melee/smith/javelin
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/obj/item/smithing/javelinhead/dofinish()
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finalitem.force += quality
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@@ -71,20 +111,29 @@
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/obj/item/smithing/pickaxehead
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name = "smithed pickaxe head"
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finalitem = /obj/item/pickaxe/smithed
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var/obj/item/pickaxe/smithed/finalforreal = /obj/item/pickaxe/smithed
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/obj/item/smithing/pickaxehead/dofinish()
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finalitem.force += quality/2
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finalitem.toolspeed /= quality
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finalforreal.force += quality/2
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finalforreal.toolspeed /= quality
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switch(quality)
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if(10 to INFINITY)
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finalforreal.digrange = 4
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if(5 to 9)
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finalforreal.digrange = 3
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if(3,4)
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finalforreal.digrange = 2
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finalitem = finalforreal
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..()
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/obj/item/smithing/prospectingpickhead
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name = "smithed prospector's pickaxe head"
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finalitem = /obj/item/mining_scanner/prospector
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var/obj/item/mining_scanner/prospector/finalforreal = /obj/item/mining_scanner/prospector
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/obj/item/smithing/prospectingpickhead/dofinish()
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finalitem.range = 2 + quality
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finalitem.cooldown = 50/quality
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finalforreal.range = 2 + quality
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finalforreal.cooldown = 100/quality
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finalitem = finalforreal
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..()
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/obj/item/smithing/shortswordblade
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@@ -108,7 +157,7 @@
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/obj/item/smithing/broadblade
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name = "smithed broadsword blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/broadsword
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finalitem = /obj/item/melee/smith/shortsword
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/obj/item/smithing/broadblade/dofinish()
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finalitem.force += quality
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@@ -116,8 +165,21 @@
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/obj/item/smithing/halberdhead
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name = "smithed halberd head"
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finalitem = /obj/item/spear/halberd
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finalitem = /obj/item/melee/smith/halberd
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/obj/item/smithing/halberdhead/dofinish()
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finalitem.force += quality
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..()
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/obj/item/stick
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name = "wooden rod"
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desc = "It's a rod, suitable for use of a handle of a tool. Also could serve as a weapon, in a pinch."
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icon = 'icons/obj/smith.dmi'
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icon_state = "stick"
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force = 7
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/obj/item/swordhandle
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name = "sword handle"
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desc = "It's a rod, suitable for use of a handle of a tool. Also could serve as a weapon, in a pinch."
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icon = 'icons/obj/smith.dmi'
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icon_state = "stick"
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