wewwewe
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@@ -28,9 +28,9 @@
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var/datum/material/workpiece_material
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var/anvilquality = 0
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var/qualitymod = 0
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var/currentquality = 0
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var/currentsteps = 0
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var/strengthstepcostmod = 1
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var/currentquality = 0 //lolman? what the fuck do these vars do?
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var/currentsteps = 0 //even i don't know
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var/strengthstepcostmod = 1 //todo: document this shit
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var/stepsdone = ""
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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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@@ -149,7 +149,7 @@
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workpiece_state = FALSE
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finisheditem.quality = currentquality
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finisheditem.set_custom_materials(workpiece_material)
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currentquality = qualitymod
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currentquality = 0
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qualitymod = anvilquality
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stepsdone = ""
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currentsteps = 0
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@@ -10,7 +10,8 @@
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var/quality
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var/overlay_state = "stick"
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var/mutable_appearance/overlay
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var/wielded_mult = 1
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var/wield_force = 15
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/obj/item/melee/smith/Initialize()
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..()
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@@ -23,16 +24,15 @@
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/obj/item/melee/smith/twohand
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var/wielded_mult = 1.75
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wielded_mult = 1.75
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/obj/item/melee/smith/twohand/ComponentInitialize()
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. = ..()
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/obj/item/melee/smith/twohand/Initialize()
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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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AddComponent(/datum/component/two_handed, force_unwielded=force, force_wielded=wield_force, icon_wielded="[icon_state]_wield")
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///////////////////////////
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@@ -46,15 +46,15 @@
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/obj/item/pickaxe/smithed
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name = "pickaxe"
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desc = "A pickaxe that can sound rocks to find mineral deposits and stop gibtonite detonations."
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desc = "A pickaxe."
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icon = 'icons/obj/mining.dmi'
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icon_state = "pickaxe"
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/obj/item/shovel/smithed
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name = "prospector's pickaxe"
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desc = "A pickaxe that can sound rocks to find mineral deposits and stop gibtonite detonations."
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name = "shovel"
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desc = "A shovel."
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icon = 'icons/obj/mining.dmi'
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icon_state = "pickaxe"
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icon_state = "shovel"
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@@ -118,11 +118,13 @@
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/obj/item/smithing/javelinhead
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name = "smithed javelin head"
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finalitem = /obj/item/melee/smith/javelin
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finalitem = /obj/item/melee/smith/twohand/javelin
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/obj/item/smithing/javelinhead/startfinish()
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finalitem = new /obj/item/melee/smith/javelin(src)
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finalitem.force += quality
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var/obj/item/melee/smith/twohand/javelin/finalforreal = new /obj/item/melee/smith/twohand/javelin(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalitem = finalforreal
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..()
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@@ -182,20 +184,24 @@
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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/twohand/broadsword
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/obj/item/smithing/broadblade/startfinish()
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finalitem = new /obj/item/melee/smith/broadsword(src)
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finalitem.force += quality
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var/obj/item/melee/smith/twohand/broadsword/finalforreal = new /obj/item/melee/smith/twohand/broadsword(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalitem = finalforreal
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..()
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/obj/item/smithing/halberdhead
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name = "smithed halberd head"
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finalitem = /obj/item/melee/smith/halberd
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finalitem = /obj/item/melee/smith/twohand/halberd
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/obj/item/smithing/halberdhead/startfinish()
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finalitem = new /obj/item/melee/smith/halberd(src)
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finalitem.force += quality
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var/obj/item/melee/smith/twohand/halberd/finalforreal = new /obj/item/melee/smith/twohand/halberd(src)
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finalforreal.force += quality
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finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
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finalitem = finalforreal
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..()
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/obj/item/stick
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