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Heirlooms have additional examine text, rather than being renamed (#41676)
cl coiax add: Heirlooms are no longer named "Cherry family bag of dice", but rather their heirloom status can be determined by the owner on examine. /cl Because names are inherent to an object when anyone looks at it, I feel it can be somewhat confusing that you can tell that this screwdriver is a precious family heirloom just because of its name, rather than because of the significance that someone holds it. Only the owner of the heirloom receives the special examine text; so I'm sure this could probably be used to bluff ownership of something non-standard, if and when heirlooms become more exotic. Heirlooms still work in the same way though, mood bonus from holding, mood penalty if you don't have it.
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@@ -0,0 +1,16 @@
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/datum/component/heirloom
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var/datum/mind/owner
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var/family_name
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/datum/component/heirloom/Initialize(new_owner, new_family_name)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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owner = new_owner
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family_name = new_family_name
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
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/datum/component/heirloom/proc/examine(datum/source, mob/user)
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if(user.mind == owner)
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to_chat(user, "<span class='notice'>It is your precious [family_name] family heirloom. Keep it safe!</span>")
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@@ -159,8 +159,11 @@
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SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
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to_chat(quirk_holder, "<span class='boldnotice'>There is a precious family [heirloom.name] [where], passed down from generation to generation. Keep it safe!</span>")
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var/list/family_name = splittext(quirk_holder.real_name, " ")
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heirloom.name = "\improper [family_name[family_name.len]] family [heirloom.name]"
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var/list/names = splittext(quirk_holder.real_name, " ")
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var/family_name = names[names.len]
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heirloom.AddComponent(/datum/component/heirloom, quirk_holder.mind, family_name)
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/datum/quirk/family_heirloom/on_process()
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if(heirloom in quirk_holder.GetAllContents())
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@@ -340,6 +340,7 @@
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#include "code\datums\components\footstep.dm"
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#include "code\datums\components\forced_gravity.dm"
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#include "code\datums\components\forensics.dm"
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#include "code\datums\components\heirloom.dm"
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#include "code\datums\components\infective.dm"
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#include "code\datums\components\jousting.dm"
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#include "code\datums\components\knockoff.dm"
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