whoops
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@@ -44,6 +44,7 @@
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var/outrightfailchance = 1 //todo: document this shit
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var/stepsdone = ""
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var/rng = FALSE
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var/debug = FALSE //vv this if you want an artifact
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var/itemqualitymax = 20
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var/list/smithrecipes = list(RECIPE_HAMMER = /obj/item/smithing/hammerhead,
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RECIPE_SCYTHE = /obj/item/smithing/scytheblade,
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@@ -114,7 +115,7 @@
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if(user.mind.skill_holder)
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var/skillmod = user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/10 + 1
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steptime = 100 / skillmod
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playsound(src, 'sound/effects/clang2.ogg',20, 2)
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playsound(src, 'sound/effects/clang2.ogg',40, 2)
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if(!do_after(user, steptime, target = src))
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return FALSE
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switch(stepdone)
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@@ -156,14 +157,14 @@
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currentquality -= 1
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user.visible_message("<span class='notice'>[user] works the metal on the anvil with their hammer with a loud clang!</span>", \
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"<span class='notice'>You [stepdone] the metal with a loud clang!</span>")
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playsound(src, 'sound/effects/clang2.ogg',20, 2)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/effects/clang2.ogg', 20, 2), 15)
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playsound(src, 'sound/effects/clang2.ogg',40, 2)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/effects/clang2.ogg', 40, 2), 15)
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if(length(stepsdone) >= 3)
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tryfinish(user)
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/obj/structure/anvil/proc/tryfinish(mob/user)
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var/artifactchance = (1+(user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/4))/2500
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var/artifact = prob(artifactchance)
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var/artifactchance = (1+(get_skill_level(/datum/skill/level/dorfy/blacksmithing)/4))/2500
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var/artifact = max(prob(artifactchance), debug)
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var/finalfailchance = outrightfailchance
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if(user.mind.skill_holder)
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var/skillmod = user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/10 + 1
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@@ -220,7 +220,7 @@
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/obj/item/melee/smith/twohand/zweihander
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name = "zweihander"
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icon_state = "zweihander"
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icon_state = "zwei"
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overlay_state = "zweihilt"
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total_mass = TOTAL_MASS_MEDIEVAL_WEAPON * 2
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force = 4
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@@ -129,10 +129,10 @@
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/obj/item/smithing/proc/dwarfyartifact(var/obj/item/finalitem, var/mat)
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var/finaldesc = "A [initial(finalitem.name)] made of [mat], all craftsmanship is of the highest quality. "
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var/finaldesc = "A [initial(finalitem.name)] made of [mat], all craftsmanship is of the highest quality. It "
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switch(pick(1,2,3,4,5))
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if(1)
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finaldesc += "It is encrusted with [pick("","synthetic ","multi-faceted ","magical ","sparkling ") + pick("rubies","emeralds","jade","opals","lapiz lazuli")]."
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finaldesc += "is encrusted with [pick("","synthetic ","multi-faceted ","magical ","sparkling ") + pick("rubies","emeralds","jade","opals","lapiz lazuli")]."
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if(2)
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finaldesc += "is laced with studs of [pick("gold","silver","aluminium","titanium")]."
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if(3)
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@@ -140,7 +140,7 @@
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if(4)
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finaldesc += "menaces with spikes of [pick("ytterbium","uranium","white pearl","black steel")]."
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if(5)
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finaldesc += "It is encrusted with [pick("","synthetic ","multi-faceted ","magical ","sparkling ") + pick("rubies","emeralds","jade","opals","lapiz lazuli")],laced with studs of [pick("gold","silver","aluminium","titanium")], encircled with bands of [pick("durasteel","metallic hydrogen","ferritic-alloy","plasteel","duranium")] and menaces with spikes of [pick("ytterbium","uranium","white pearl","black steel")]."
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finaldesc += "is encrusted with [pick("","synthetic ","multi-faceted ","magical ","sparkling ") + pick("rubies","emeralds","jade","opals","lapiz lazuli")],laced with studs of [pick("gold","silver","aluminium","titanium")], encircled with bands of [pick("durasteel","metallic hydrogen","ferritic-alloy","plasteel","duranium")] and menaces with spikes of [pick("ytterbium","uranium","white pearl","black steel")]."
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finalitem.desc = finaldesc
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finalitem.name = pick("Delersibnir", "Nekolangrir", "Zanoreshik","Öntakrítin", "Nogzatan", "Vunomam", "Nazushagsaldôbar", "Sergeb", "Zafaldastot", "Vudnis", "Dostust", "Shotom", "Mugshith", "Angzak", "Oltud", "Deleratîs", "Nökornomal") //one of these is literally BLOOD POOL CREATE.iirc its Nazushagsaldôbar.
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@@ -347,7 +347,7 @@
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name = "smithed zweihander blade"
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finishingitem = /obj/item/swordhandle
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finalitem = /obj/item/melee/smith/twohand/zweihander
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icon_state = "zweihander"
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icon_state = "zwei"
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/obj/item/smithing/zweiblade/startfinish()
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var/obj/item/melee/smith/twohand/zweihander/finalforreal = new /obj/item/melee/smith/twohand/zweihander(src)
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