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Beastmen claws, armor changes and fashion update (#1699)
-return claws to their old damage -added ballistic, ablative and mercenary helmets, placing them in the armoy and merc base -tweaked some things with some clothing items, like name and pockets -added scarfs as an accessory, available in the loadout -added pants, also available in the loadout -moved some things out of the armor.dmi to where they belong -move all hats and armor from the security jumpsuit dmi file to the their right places -moved the tunnel cloak to the xenowear section -fixed missing heavy vests at the merc base and the missing book scanner at the library
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@@ -4,6 +4,7 @@
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shredding = 0
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sharp = 1
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edge = 1
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damage = 5
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/datum/unarmed_attack/diona
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attack_verb = list("lashed", "bludgeoned")
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@@ -20,6 +21,7 @@
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miss_sound = 'sound/weapons/slashmiss.ogg'
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sharp = 1
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edge = 1
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damage = 5
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/datum/unarmed_attack/claws/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
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var/skill = user.skills["combat"]
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@@ -54,12 +56,12 @@
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/datum/unarmed_attack/claws/strong
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attack_verb = list("slashed")
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damage = 5
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damage = 10
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shredding = 1
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/datum/unarmed_attack/bite/strong
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attack_verb = list("mauled")
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damage = 8
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damage = 10
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shredding = 1
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/datum/unarmed_attack/slime_glomp
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@@ -105,4 +107,4 @@
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sleep(1)
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step_away(target,user,15)
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sleep(1)
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target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
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target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
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