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Grass sheath now holds parsnip sabres, fixed grammar for the latter
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@@ -164,6 +164,50 @@
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user.death(FALSE)
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REMOVE_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
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<<<<<<< HEAD
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=======
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/obj/item/melee/parsnip_sabre
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name = "parsnip sabre"
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desc = "A weird, yet elegant weapon. Suprisingly sharp for something made from a parsnip."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "parsnip_sabre"
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inhand_icon_state = "parsnip_sabre"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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force = 15
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throwforce = 10
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demolition_mod = 0.3
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w_class = WEIGHT_CLASS_BULKY
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block_chance = 40
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armour_penetration = 40
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sharpness = SHARP_EDGED
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attack_verb_continuous = list("slashes", "cuts")
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attack_verb_simple = list("slash", "cut")
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block_sound = 'sound/weapons/parry.ogg'
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hitsound = 'sound/weapons/rapierhit.ogg'
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custom_materials = null
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wound_bonus = 5
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bare_wound_bonus = 15
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/obj/item/melee/sabre/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/jousting)
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/obj/item/melee/parsnip_sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
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final_block_chance = 0 //Don't bring a sword to a gunfight, and also you aren't going to really block someone full body tackling you with a sword
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return ..()
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/obj/item/melee/parsnip_sabre/on_exit_storage(datum/storage/container)
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. = ..()
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playsound(container.parent, 'sound/items/unsheath.ogg', 25, TRUE)
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/obj/item/melee/parsnip_sabre/on_enter_storage(datum/storage/container)
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. = ..()
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playsound(container.parent, 'sound/items/sheath.ogg', 25, TRUE)
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>>>>>>> 7eb3e5bf0e75 (Grass sheath now holds parsnip sabres, fixed grammar for the latter (#85311))
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/obj/item/melee/beesword
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name = "The Stinger"
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desc = "Taken from a giant bee and folded over one thousand times in pure honey. Can sting through anything."
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@@ -883,6 +883,53 @@
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new /obj/item/melee/sabre(src)
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update_appearance()
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<<<<<<< HEAD
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=======
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/obj/item/storage/belt/grass_sabre
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name = "sabre sheath"
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desc = "An simple grass sheath designed to hold a sabre of... some sort. Actual metal one might be too sharp, though..."
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icon_state = "grass_sheath"
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inhand_icon_state = "grass_sheath"
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worn_icon_state = "grass_sheath"
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w_class = WEIGHT_CLASS_BULKY
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interaction_flags_click = parent_type::interaction_flags_click | NEED_DEXTERITY | NEED_HANDS
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/obj/item/storage/belt/grass_sabre/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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atom_storage.max_slots = 1
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atom_storage.rustle_sound = FALSE
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atom_storage.max_specific_storage = WEIGHT_CLASS_BULKY
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atom_storage.set_holdable(/obj/item/melee/parsnip_sabre)
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atom_storage.click_alt_open = FALSE
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/obj/item/storage/belt/grass_sabre/examine(mob/user)
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. = ..()
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if(length(contents))
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. += span_notice("Alt-click it to quickly draw the blade.")
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/obj/item/storage/belt/grass_sabre/click_alt(mob/user)
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if(length(contents))
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var/obj/item/I = contents[1]
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user.visible_message(span_notice("[user] takes [I] out of [src]."), span_notice("You take [I] out of [src]."))
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user.put_in_hands(I)
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update_appearance()
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else
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balloon_alert(user, "it's empty!")
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return CLICK_ACTION_SUCCESS
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/obj/item/storage/belt/grass_sabre/update_icon_state()
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icon_state = initial(inhand_icon_state)
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inhand_icon_state = initial(inhand_icon_state)
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worn_icon_state = initial(worn_icon_state)
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if(contents.len)
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icon_state += "-sabre"
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inhand_icon_state += "-sabre"
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worn_icon_state += "-sabre"
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return ..()
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>>>>>>> 7eb3e5bf0e75 (Grass sheath now holds parsnip sabres, fixed grammar for the latter (#85311))
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/obj/item/storage/belt/plant
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name = "botanical belt"
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desc = "A sturdy leather belt used to hold most hydroponics supplies."
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