mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-19 10:59:39 +01:00
Extends and reworks how various extended information text (desc_info, desc_build, desc_upgrades) are handled to make object interactions and mechanics A.) much more clearly documented in-game and B.) much easier to support from the back-end. Almost certainly a candidate for test merge. Assembly/Disassembly instructions are noticeably sporadic, largely due to our current lack of a unified framework. That's a future thing I'd like to attack so that it can be handled programmatically, but for now I only targeted the biggest culprits as I came across them. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
233 lines
7.4 KiB
Plaintext
233 lines
7.4 KiB
Plaintext
/obj/item/material/sword
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name = "claymore"
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desc = "What are you standing around staring at this for? Get to killing!"
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icon = 'icons/obj/sword.dmi'
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icon_state = "claymore"
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item_state = "claymore"
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contained_sprite = TRUE
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = WEIGHT_CLASS_BULKY
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force_divisor = 0.7 // 42 when wielded with hardnes 60 (steel)
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thrown_force_divisor = 0.5 // 10 when thrown with weight 20 (steel)
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sharp = 1
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edge = TRUE
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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can_embed = 0
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var/parry_chance = 40
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = /singleton/sound_category/sword_pickup_sound
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equip_sound = /singleton/sound_category/sword_equip_sound
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worth_multiplier = 30
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/obj/item/material/sword/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "As a Cultist, this item can be reforged to become a cult blade."
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/obj/item/material/sword/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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var/parry_bonus = 1
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/has_parry_bonus = H.check_weapon_affinity(src, TRUE)
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if(has_parry_bonus)
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parry_bonus = has_parry_bonus // proc returns the parry multiplier
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if(default_parry_check(user, attacker, damage_source) && prob(parry_chance * parry_bonus))
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user.visible_message(SPAN_DANGER("\The [user] parries [attack_text] with \the [src]!"))
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playsound(user.loc, 'sound/weapons/bladeparry.ogg', 50, 1)
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return BULLET_ACT_BLOCK
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return BULLET_ACT_HIT
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/obj/item/material/sword/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone)
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var/armor_reduction = target.get_blocked_ratio(target_zone, DAMAGE_BRUTE, DAMAGE_FLAG_EDGE|DAMAGE_FLAG_SHARP, damage = force)*100
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var/obj/item/organ/external/affecting = target.get_organ(target_zone)
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if(!affecting)
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return
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user.do_attack_animation(target)
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if(target_zone == BP_HEAD || target_zone == BP_EYES || target_zone == BP_MOUTH)
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if(prob(70 - armor_reduction))
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target.eye_blurry += 5
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target.confused += 10
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return TRUE
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if(target_zone == BP_R_ARM || target_zone == BP_L_ARM || target_zone == BP_R_HAND || target_zone == BP_L_HAND)
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if(prob(80 - armor_reduction))
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if(target_zone == BP_R_ARM || target_zone == BP_R_HAND)
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target.drop_r_hand()
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else
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target.drop_l_hand()
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return TRUE
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if(target_zone == BP_R_FOOT || target_zone == BP_R_FOOT || target_zone == BP_R_LEG || target_zone == BP_L_LEG)
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if(prob(60 - armor_reduction))
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target.Weaken(5)
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return TRUE
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return FALSE
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/obj/item/material/sword/katana
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name = "katana"
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desc = "Woefully underpowered in D20. This one looks pretty sharp."
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icon_state = "katana"
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item_state = "katana"
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slot_flags = SLOT_BELT | SLOT_BACK
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/obj/item/material/sword/rapier
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name = "rapier"
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desc = "A slender, fancy and sharply pointed sword."
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icon_state = "rapier"
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item_state = "rapier"
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slot_flags = SLOT_BELT
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attack_verb = list("attacked", "stabbed", "prodded", "poked", "lunged")
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sharp = 0
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/obj/item/material/sword/longsword
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name = "longsword"
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desc = "A double-edged large blade."
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icon_state = "longsword"
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item_state = "longsword"
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slot_flags = SLOT_BELT | SLOT_BACK
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/obj/item/material/sword/longsword/pre_attack(var/mob/living/target, var/mob/living/user)
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if(istype(target))
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cleave(user, target)
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..()
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/obj/item/material/sword/sabre
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name = "sabre"
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desc = "A sharp curved backsword."
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icon_state = "sabre"
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item_state = "sabre"
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slot_flags = SLOT_BELT
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/obj/item/material/sword/sabre/silver/Initialize(newloc, material_key)
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. = ..(newloc, MATERIAL_SILVER)
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/obj/item/material/sword/axe
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name = "battle axe"
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desc = "A one handed battle axe, still a deadly weapon."
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icon_state = "axe"
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item_state = "axe"
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slot_flags = SLOT_BACK
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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applies_material_colour = 0
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parry_chance = 10
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drop_sound = 'sound/items/drop/axe.ogg'
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pickup_sound = 'sound/items/pickup/axe.ogg'
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/obj/item/material/sword/axe/pre_attack(var/mob/living/target, var/mob/living/user)
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if(istype(target))
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cleave(user, target)
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..()
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/obj/item/material/sword/axe/can_woodcut()
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return TRUE
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/obj/item/material/sword/khopesh
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name = "khopesh"
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desc = "An ancient sword shapped like a sickle."
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icon_state = "khopesh"
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item_state = "khopesh"
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slot_flags = SLOT_BELT
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/obj/item/material/sword/dao
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name = "dao"
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desc = "A single-edged broadsword."
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icon_state = "dao"
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item_state = "dao"
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slot_flags = SLOT_BELT
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/obj/item/material/sword/gladius
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name = "gladius"
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desc = "An ancient short sword, designed to stab and cut."
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icon_state = "gladius"
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item_state = "gladius"
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slot_flags = SLOT_BELT
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/obj/item/material/sword/amohdan_sword
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name = "amohdan blade"
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desc = "A tajaran sword, commonly used by the swordsmen of the island of Amohda."
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icon_state = "amohdan_sword"
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item_state = "amohdan_sword"
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slot_flags = SLOT_BELT
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use_material_name = FALSE
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applies_material_colour = FALSE
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unbreakable = TRUE //amohdan steel is the finest in the spur
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// improvised sword
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/obj/item/material/sword/improvised_sword
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name = "selfmade sword"
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desc = "A crudely made, rough looking sword. Still appears to be quite deadly."
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icon_state = "improvsword"
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item_state = "improvsword"
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var/obj/item/material/hilt //what is the handle made of?
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force_divisor = 0.3
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slot_flags = SLOT_BELT
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/obj/item/material/sword/improvised_sword/apply_hit_effect()
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. = ..()
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if(!unbreakable)
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if(hilt.material.is_brittle())
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health = 0
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else if(!prob(hilt.material.hardness))
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health--
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check_health()
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/obj/item/material/sword/improvised_sword/proc/assignDescription()
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if(hilt)
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desc = "A crudely made, rough looking sword. Still appears to be quite deadly. It has a blade of [src.material], and a hilt of [hilt.material]."
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else
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desc = "A crudely made, rough looking sword. Still appears to be quite deadly. It has a blade of [src.material]."
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// the things needed to create the above
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/obj/item/material/sword_hilt
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name = "hilt"
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desc = "A hilt without a blade, quite useless."
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icon = 'icons/obj/weapons_build.dmi'
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icon_state = "swordhilt"
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unbreakable = TRUE
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force_divisor = 0.05
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thrown_force_divisor = 0.2
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/obj/item/material/sword_hilt/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/material/sword_blade))
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var/obj/item/material/sword_blade/blade = attacking_item
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var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, blade.material.name)
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new_sword.hilt = src
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user.drop_from_inventory(src,new_sword)
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user.drop_from_inventory(blade,new_sword)
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user.put_in_hands(new_sword)
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qdel(blade)
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qdel(src)
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new_sword.assignDescription()
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else
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..()
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/obj/item/material/sword_blade
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name = "blade"
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desc = "A blade without a hilt, don't cut yourself!"
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icon = 'icons/obj/weapons_build.dmi'
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icon_state = "swordblade"
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unbreakable = TRUE
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force_divisor = 0.20
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thrown_force_divisor = 0.3
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/obj/item/material/sword_blade/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/material/sword_hilt))
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var/obj/item/material/sword_hilt/hilt = attacking_item
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var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, src.material.name)
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new_sword.hilt = hilt.material
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new_sword.assignDescription()
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user.drop_from_inventory(src,new_sword)
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user.drop_from_inventory(hilt,new_sword)
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user.put_in_hands(new_sword)
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qdel(hilt)
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qdel(src)
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new_sword.assignDescription()
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else
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..()
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