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Adds Soul (Machetes) (#15777)
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@@ -17,6 +17,8 @@
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var/applies_material_colour = TRUE
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var/unbreakable
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var/force_divisor = 0.5
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var/max_force = 40 //any damage above this is added to armor penetration value
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var/max_pen = 100 //any penetration above this value is ignored
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var/thrown_force_divisor = 0.5
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var/default_material = DEFAULT_WALL_MATERIAL
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var/material/material
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@@ -44,11 +46,19 @@
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return material
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/obj/item/material/proc/update_force()
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var/new_force
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if(edge || sharp)
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force = material.get_edge_damage()
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new_force = material.get_edge_damage()
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else
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force = material.get_blunt_damage()
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force = round(force*force_divisor)
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new_force = material.get_blunt_damage()
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new_force = round(new_force*force_divisor)
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force = min(new_force, max_force)
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if(new_force > max_force)
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armor_penetration = initial(armor_penetration) + new_force - max_force
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armor_penetration += 2*max(0, material.protectiveness - 2)
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armor_penetration = min(max_pen, armor_penetration)
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throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
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/obj/item/material/proc/set_material(var/new_material)
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@@ -70,6 +70,48 @@
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icon_state = "unathiknife"
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attack_verb = list("ripped", "torn", "cut")
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/obj/item/material/hatchet/machete
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name = "machete"
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desc = "A long, sturdy blade with a rugged handle. Leading the way to cursed treasures since before space travel."
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icon = 'icons/obj/item/melee/machete.dmi'
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item_icons = list(
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slot_l_hand_str = 'icons/obj/item/melee/machete.dmi',
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slot_r_hand_str = 'icons/obj/item/melee/machete.dmi',
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)
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hitsound = 'sound/weapons/bladeslice.ogg'
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contained_sprite = TRUE
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icon_state = "machete"
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item_state = "machete"
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worn_overlay = "handle"
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w_class = ITEMSIZE_NORMAL
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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default_material = MATERIAL_TITANIUM
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max_force = 20
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force_divisor = 0.2
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build_from_parts = TRUE
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/obj/item/material/hatchet/machete/Initialize()
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. = ..()
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if(build_from_parts)
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var/image/I = image(icon, icon_state = "machete_handle")
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I.color = pick(COLOR_BLUE, COLOR_RED, COLOR_CYAN, COLOR_BLACK, COLOR_AMBER, COLOR_GREEN, COLOR_OLIVE, COLOR_GUNMETAL, COLOR_DARK_BLUE_GRAY)
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add_overlay(I)
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/obj/item/material/hatchet/machete/unbreakable
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unbreakable = TRUE
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/obj/item/material/hatchet/machete/steel
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name = "fabricated machete"
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desc = "A long, machine-stamped blade with a somewhat ungainly handle. Found in military surplus stores, malls, and horror movies since before interstellar travel."
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default_material = MATERIAL_STEEL
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matter = list(MATERIAL_STEEL = 15000, MATERIAL_PLASTIC = 2500)
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/obj/item/material/hatchet/machete/deluxe
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name = "deluxe machete"
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desc = "A fine example of a machete, with a polished blade, wooden handle, and a leather cord loop."
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icon_state = "machetedx"
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build_from_parts = FALSE
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/obj/item/material/hook
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name = "meat hook"
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desc = "A sharp, metal hook that sticks into things."
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@@ -79,7 +121,7 @@
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_kitchen.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_kitchen.dmi',
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)
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)
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sharp = 1
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edge = TRUE
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force_divisor = 0.25
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@@ -91,7 +133,7 @@
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_hydro.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_hydro.dmi',
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)
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)
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icon_state = "hoe"
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item_state = "hoe"
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force_divisor = 0.25 // 5 with weight 20 (steel)
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@@ -106,7 +148,7 @@
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_hydro.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_hydro.dmi',
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)
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)
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force_divisor = 0.275 // 16 with hardness 60 (steel)
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thrown_force_divisor = 0.25 // 5 with weight 20 (steel)
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sharp = 1
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