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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 /🆑
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@@ -220,7 +220,7 @@ GLOBAL_LIST_INIT(nullrod_variants, init_nullrod_variants())
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hitsound = 'sound/items/weapons/rapierhit.ogg'
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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."
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/obj/item/nullrod/spellblade/talking/Initialize(mapload)
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/obj/item/nullrod/claymore/talking/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/spirit_holding)
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@@ -239,7 +239,7 @@ GLOBAL_LIST_INIT(nullrod_variants, init_nullrod_variants())
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toolspeed = 0.5 //same speed as an active chainsaw
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chaplain_spawnable = FALSE //prevents being pickable as a chaplain weapon (it has 30 force)
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/obj/item/nullrod/spellblade/talking/chainsword/Initialize(mapload)
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/obj/item/nullrod/claymore/talking/chainsword/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/cuffable_item) //Thanks goodness it cannot be selected by chappies
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AddComponent(
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