dix
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@@ -1,3 +1,7 @@
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//TODO: OBTAILABILITY, ANVIL TYPES, HAMMER TYPES, INGOTS
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/obj/item/melee/smith
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name = "base class obj/item/melee/smith" //tin. handles overlay and quality and shit.
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icon = 'icons/obj/smith.dmi'
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@@ -45,6 +49,7 @@
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/obj/item/mining_scanner/prospector/Initialize()
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..()
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var/mutable_appearance/overlay
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desc = "A handmade [name]."
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overlay = mutable_appearance(icon, "minihandle")
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overlay.appearance_flags = RESET_COLOR
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@@ -61,6 +66,7 @@
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/obj/item/pickaxe/smithed/Initialize()
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..()
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desc = "A handmade [name]."
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var/mutable_appearance/overlay
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overlay = mutable_appearance(icon, "stick")
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overlay.appearance_flags = RESET_COLOR
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add_overlay(overlay)
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@@ -76,6 +82,7 @@
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/obj/item/shovel/smithed/Initialize()
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..()
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desc = "A handmade [name]."
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var/mutable_appearance/overlay
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overlay = mutable_appearance(icon, "shovelhandle")
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overlay.appearance_flags = RESET_COLOR
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add_overlay(overlay)
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@@ -125,6 +132,8 @@
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/obj/item/melee/smith/hammer//blacksmithing, not warhammer.
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name = "hammer"
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icon_state = "hammer"
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overlay_state = "hammerhandle"
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var/qualitymod = 0
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/obj/item/scythe/smithed //we need to inherit scythecode, but that's about it.
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@@ -135,9 +144,13 @@
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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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name = "gladius"
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icon_state = "gladius"
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overlay_state = "gladiushilt"
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/obj/item/melee/smith/twohand/broadsword
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name = "broadsword"
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icon_state = "broadsword"
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overlay_state = "broadhilt"
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force = 15
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wielded_mult = 1.8
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