Moves talking nullrod claymore init proc into talking nullrod claymore subtype (#94690)

## About The Pull Request

Spellblade/talking isn't a real subtype, it's supposed to be
claymore/talking, and these are causing two extra empty nullrod subtypes
to be added to GLOB.nullrod_variants. Also, it means that the gimmick of
these nullrods don't work at all.

## Why It's Good For The Game

fixes #94491
The talking sword will talk

## Changelog
🆑

fix: Nullrod possessed swords will talk
fix: Nullrod variant selection menu will no longer have three normal
nullrods as options

/🆑
This commit is contained in:
Leland Kemble
2026-01-03 18:54:46 +01:00
committed by GitHub
parent 4fb1ca0b0b
commit a2d2eedc73
@@ -220,7 +220,7 @@ GLOBAL_LIST_INIT(nullrod_variants, init_nullrod_variants())
hitsound = 'sound/items/weapons/rapierhit.ogg'
menu_description = "A sharp blade which provides a low chance of blocking incoming melee attacks. Able to awaken a friendly spirit to provide guidance. Can be worn on the back."
/obj/item/nullrod/spellblade/talking/Initialize(mapload)
/obj/item/nullrod/claymore/talking/Initialize(mapload)
. = ..()
AddComponent(/datum/component/spirit_holding)
@@ -239,7 +239,7 @@ GLOBAL_LIST_INIT(nullrod_variants, init_nullrod_variants())
toolspeed = 0.5 //same speed as an active chainsaw
chaplain_spawnable = FALSE //prevents being pickable as a chaplain weapon (it has 30 force)
/obj/item/nullrod/spellblade/talking/chainsword/Initialize(mapload)
/obj/item/nullrod/claymore/talking/chainsword/Initialize(mapload)
. = ..()
AddElement(/datum/element/cuffable_item) //Thanks goodness it cannot be selected by chappies
AddComponent(