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## About The Pull Request Hello hello the evil folder mover goat is back, i will destroy years worth of muscle memory. Items is an folder alot of stuff that really didn't get a spefific location. Items/Weaponry Contains Shields.dm Items/Weaponry/Melee Contains (Most of the extra dm files come from me splitting misc/weaponry.dm into its own categories killing offf weaponry.dm in its whole) baseball_bat.dm, baton.dm, chainofcommand.dm, chainsaw.dm, claymore.dm, dualsaber.dm, energy.dm fireaxe.dm, high_frequency_blade.dm, his_grace.dm, katana.dm, knives.dm, misc.dm, powerfist.dm, sabre.dm soulscythe.dm, spear.dm, supermatter_sword.dm. Items/weaponry/ranged Contains flamethrower.dm, pnuematic_cannon.dm, throwing_star.dm items/tools Contains control_wand.dm, extinguisher.dm, inducer.dm, spess_knife.dm, theft_tools.dm items/tools/engineering Contains airlock_painter.dm, decal_painter.dm, paintable_decals.dm, crowbar.dm, screwdriver.dm, weldingtool.dm wirebbrush.dm, wirecutters.dm, wrench.dm items/tools/janitorial Contains broom.dm, janitor_key.dm items/tools/medical Contains bodybag.dm, cane.dm, defib.dm, reflex_hammer.dm boxcutter.dm is merged into knives.dm Kitchen.dm renamed into kitchen utensils and moved into food and drinks module surgery_tray.dm moved into surgery module banhammer/extendo hand moved from weaponry into toys.dm balloon mallet moved into clown_items.dm ectoplasm moved from weaponry.dm into soulstone.dm (since thats the resulting residue when a shade dies, and not really a weapon) ## Why It's Good For The Game So things are way easier to navigate ## Changelog
317 lines
13 KiB
Plaintext
317 lines
13 KiB
Plaintext
//His Grace is a very special weapon granted only to traitor chaplains.
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//When awakened, He thirsts for blood and begins ticking a "bloodthirst" counter.
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//The wielder of His Grace is immune to stuns and gradually heals.
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//If the wielder fails to feed His Grace in time, He will devour them and become incredibly aggressive.
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//Leaving His Grace alone for some time will reset His thirst and put Him to sleep.
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//Using His Grace effectively requires extreme speed and care.
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/obj/item/his_grace
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name = "artistic toolbox"
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desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
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icon = 'icons/obj/storage/toolbox.dmi'
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icon_state = "green"
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inhand_icon_state = "toolbox_green"
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lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
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w_class = WEIGHT_CLASS_GIGANTIC
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force = 12
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demolition_mod = 1.25
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attack_verb_continuous = list("robusts")
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attack_verb_simple = list("robust")
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hitsound = 'sound/items/weapons/smash.ogg'
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drop_sound = 'sound/items/handling/toolbox/toolbox_drop.ogg'
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pickup_sound = 'sound/items/handling/toolbox/toolbox_pickup.ogg'
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gender = MALE
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var/awakened = FALSE
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var/bloodthirst = HIS_GRACE_SATIATED
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var/prev_bloodthirst = HIS_GRACE_SATIATED
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var/force_bonus = 0
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var/ascended = FALSE
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var/victims_needed = 25
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var/ascend_bonus = 15
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/obj/item/his_grace/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(istype(tool,/obj/item/slimepotion/genderchange))
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var/turf/T = get_turf(src)
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var/mob/living/holder
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if(istype(loc, /mob/living))
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holder = loc
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if(gender == MALE)
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gender = FEMALE
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if(awakened)
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name = "Her Grace"
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else if (!ascended)
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desc = "A toolbox painted bright pink. Looking at it makes you feel uneasy."
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icon_state = "pink"
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inhand_icon_state = "toolbox_pink"
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T.visible_message(span_boldwarning("[src] starts to look a little... girly?"))
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else if(gender == FEMALE)
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gender = MALE
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if(awakened)
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name = "His Grace"
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else if (!ascended)
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desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
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icon_state = "green"
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inhand_icon_state = "toolbox_green"
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T.visible_message(span_boldwarning("[src] begins to look a little more... manly?"))
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if(holder)
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holder.remove_status_effect(/datum/status_effect/his_grace)
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qdel(tool)
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return ITEM_INTERACT_SUCCESS
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return NONE
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/obj/item/his_grace/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSprocessing, src)
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SSpoints_of_interest.make_point_of_interest(src)
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RegisterSignal(src, COMSIG_MOVABLE_POST_THROW, PROC_REF(move_gracefully))
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update_appearance()
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/obj/item/his_grace/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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for(var/mob/living/L in src)
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L.forceMove(get_turf(src))
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return ..()
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/obj/item/his_grace/update_icon_state()
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if(ascended)
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icon_state = "gold"
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inhand_icon_state = "toolbox_gold"
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else if(gender == MALE)
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icon_state = "green"
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inhand_icon_state = "toolbox_green"
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else if(gender == FEMALE)
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icon_state = "pink"
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inhand_icon_state = "toolbox_pink"
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return ..()
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/obj/item/his_grace/update_overlays()
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. = ..()
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if(ascended)
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. += "triple_latch"
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else if(awakened)
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. += "single_latch_open"
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else
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. += "single_latch"
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/obj/item/his_grace/attack_self(mob/living/user)
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if(!awakened)
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INVOKE_ASYNC(src, PROC_REF(awaken), user)
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/obj/item/his_grace/attack(mob/living/M, mob/user)
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if(awakened && M.stat)
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if(gender == FEMALE)
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var/dx = M.x - user.x
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var/dy = M.y - user.y
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if(dx && dy)
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var/obj/item/reagent_containers/spray/chemsprayer/party/party_popper = new /obj/item/reagent_containers/spray/chemsprayer/party(get_turf(user))
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dx = dx / abs(dx)
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dy = dy / abs(dy)
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party_popper.spray(locate(M.x + dx * 2, M.y + dy * 2, M.z), user)
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qdel(party_popper)
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consume(M)
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else
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..()
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/obj/item/his_grace/item_ctrl_click(mob/user)
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//you can't pull his grace
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return NONE
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/obj/item/his_grace/examine(mob/user)
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. = ..()
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if(awakened)
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switch(bloodthirst)
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if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
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. += span_his_grace("[src] isn't very hungry. Not yet.")
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if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
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. += span_his_grace("[src] would like a snack.")
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if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
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. += span_his_grace("[src] is quite hungry now.")
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if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
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. += span_his_grace("[src] is openly salivating at the sight of you. Be careful.")
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if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
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. += "<span class='his_grace bold'>You walk a fine line. [src] is very close to devouring you.</span>"
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if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
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. += "<span class='his_grace bold'>[src] is shaking violently and staring directly at you.</span>"
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else
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. += span_his_grace("[src] is latched closed.")
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/obj/item/his_grace/relaymove(mob/living/user, direction) //Allows changelings, etc. to climb out of Him after they revive, provided He isn't active
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if(!awakened)
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user.forceMove(get_turf(src))
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user.visible_message(span_warning("[user] scrambles out of [src]!"), span_notice("You climb out of [src]!"))
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/obj/item/his_grace/process(seconds_per_tick)
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if(!bloodthirst)
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drowse()
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return
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if(bloodthirst < HIS_GRACE_CONSUME_OWNER && !ascended)
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adjust_bloodthirst((1 + FLOOR(LAZYLEN(contents) * 0.5, 1)) * seconds_per_tick) //Maybe adjust this?
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else
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adjust_bloodthirst(1 * seconds_per_tick) //don't cool off rapidly once we're at the point where His Grace consumes all.
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var/mob/living/master = get_atom_on_turf(src, /mob/living)
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if(!isnull(master) && (src in master.held_items))
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switch(bloodthirst)
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if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
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master.visible_message(span_boldwarning("[src] turns on [master]!"), "<span class='his_grace big bold'>[src] turns on you!</span>")
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do_attack_animation(master, null, src)
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master.emote("scream")
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master.remove_status_effect(/datum/status_effect/his_grace)
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REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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master.Paralyze(60)
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master.adjust_brute_loss(master.maxHealth)
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playsound(master, 'sound/effects/splat.ogg', 100, FALSE)
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else
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master.apply_status_effect(/datum/status_effect/his_grace,gender)
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return
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forceMove(get_turf(src)) //no you can't put His Grace in a locker you just have to deal with Him
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if(bloodthirst < HIS_GRACE_CONSUME_OWNER)
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return
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if(bloodthirst >= HIS_GRACE_FALL_ASLEEP)
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drowse()
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return
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var/list/targets = list()
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for(var/mob/living/L in oview(2, src))
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targets += L
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if(!LAZYLEN(targets))
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return
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var/mob/living/L = pick(targets)
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step_to(src, L)
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if(Adjacent(L))
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if(!L.stat)
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L.visible_message(span_warning("[src] lunges at [L]!"), "<span class='his_grace big bold'>[src] lunges at you!</span>")
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do_attack_animation(L, null, src)
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playsound(L, 'sound/items/weapons/smash.ogg', 50, TRUE)
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playsound(L, 'sound/effects/desecration/desecration-01.ogg', 50, TRUE)
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L.adjust_brute_loss(force)
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adjust_bloodthirst(-5) //Don't stop attacking they're right there!
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else
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consume(L)
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/obj/item/his_grace/proc/awaken(mob/user) //Good morning, Mr. Grace.
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if(awakened)
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return
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awakened = TRUE
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user.visible_message(span_boldwarning("[src] begins to rattle. [p_They()] thirsts."), span_his_grace("You flick [src]'s latch up. You hope this is a good idea."))
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name = p_Their() + " Grace"
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desc = "A bloodthirsty artifact created by a profane rite."
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adjust_bloodthirst(1)
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force_bonus = HIS_GRACE_FORCE_BONUS * LAZYLEN(contents)
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notify_ghosts(
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"[user.real_name] has awoken [src]!",
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source = src,
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header = "All Hail [src]!",
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)
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playsound(user, 'sound/effects/pope_entry.ogg', 100)
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update_appearance()
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move_gracefully()
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/obj/item/his_grace/proc/move_gracefully()
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SIGNAL_HANDLER
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if(!awakened)
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return
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spasm_animation()
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/obj/item/his_grace/proc/drowse() //Good night, Mr. Grace.
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if(!awakened || ascended)
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return
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var/turf/T = get_turf(src)
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T.visible_message(span_boldwarning("[src] slowly stops rattling and falls still, [p_Their()] latch snapping shut."))
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playsound(loc, 'sound/items/weapons/batonextend.ogg', 100, TRUE)
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name = initial(name)
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if(gender == MALE)
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desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
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else if (gender == FEMALE)
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desc = "A toolbox painted bright pink. Looking at it makes you feel uneasy."
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animate(src, transform=matrix())
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force = initial(force)
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force_bonus = initial(force_bonus)
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awakened = FALSE
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bloodthirst = 0
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update_appearance()
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/obj/item/his_grace/proc/consume(mob/living/meal) //Here's your dinner, Mr. Grace.
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if(!meal)
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return
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var/victims = 0
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meal.visible_message(span_warning("[src] swings open and devours [meal]!"), "<span class='his_grace big bold'>[src] consumes you!</span>")
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meal.adjust_brute_loss(200)
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playsound(meal, 'sound/effects/desecration/desecration-02.ogg', 75, TRUE)
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playsound(src, 'sound/items/eatfood.ogg', 100, TRUE)
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meal.forceMove(src)
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force_bonus += HIS_GRACE_FORCE_BONUS
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prev_bloodthirst = bloodthirst
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if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER)
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bloodthirst = max(LAZYLEN(contents), 1) //Never fully sated, and His hunger will only grow.
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else
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bloodthirst = HIS_GRACE_CONSUME_OWNER
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for(var/mob/living/C in contents)
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if(C.mind)
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victims++
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if(victims >= victims_needed)
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ascend()
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update_stats()
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/obj/item/his_grace/proc/adjust_bloodthirst(amt)
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prev_bloodthirst = bloodthirst
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if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER && !ascended)
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bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_SATIATED, HIS_GRACE_CONSUME_OWNER)
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else if(!ascended)
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bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_CONSUME_OWNER, HIS_GRACE_FALL_ASLEEP)
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update_stats()
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/obj/item/his_grace/proc/update_stats()
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REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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var/mob/living/master = get_atom_on_turf(src, /mob/living)
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if (isnull(master))
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return
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switch(bloodthirst)
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if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
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if(HIS_GRACE_CONSUME_OWNER > prev_bloodthirst)
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master.visible_message(span_userdanger("[src] enters a frenzy!"))
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if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
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ADD_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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if(HIS_GRACE_STARVING > prev_bloodthirst)
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master.visible_message(span_boldwarning("[src] is starving!"), "<span class='his_grace big'>[src]'s bloodlust overcomes you. [src] must be fed, or you will become [p_Their()] meal.\
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[force_bonus < 15 ? " And still, [p_Their()] power grows.":""]</span>")
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force_bonus = max(force_bonus, 15)
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if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
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ADD_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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if(HIS_GRACE_FAMISHED > prev_bloodthirst)
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master.visible_message(span_warning("[src] is very hungry!"), "<span class='his_grace big'>Spines sink into your hand. [src] must feed immediately.\
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[force_bonus < 10 ? " [p_Their()] power grows.":""]</span>")
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force_bonus = max(force_bonus, 10)
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if(prev_bloodthirst >= HIS_GRACE_STARVING)
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master.visible_message(span_warning("[src] is now only very hungry!"), "<span class='his_grace big'>Your bloodlust recedes.</span>")
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if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
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if(HIS_GRACE_HUNGRY > prev_bloodthirst)
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master.visible_message(span_warning("[src] is getting hungry."), "<span class='his_grace big'>You feel [src]'s hunger within you.\
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[force_bonus < 5 ? " [p_Their()] power grows.":""]</span>")
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force_bonus = max(force_bonus, 5)
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if(prev_bloodthirst >= HIS_GRACE_FAMISHED)
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master.visible_message(span_warning("[src] is now only somewhat hungry."), span_his_grace("[src]'s hunger recedes a little..."))
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if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
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if(HIS_GRACE_PECKISH > prev_bloodthirst)
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master.visible_message(span_warning("[src] is feeling snackish."), span_his_grace("[src] begins to hunger."))
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if(prev_bloodthirst >= HIS_GRACE_HUNGRY)
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master.visible_message(span_warning("[src] is now only a little peckish."), "<span class='his_grace big'>[src]'s hunger recedes somewhat...</span>")
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if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
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if(prev_bloodthirst >= HIS_GRACE_PECKISH)
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master.visible_message(span_warning("[src] is satiated."), "<span class='his_grace big'>[src]'s hunger recedes...</span>")
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force = initial(force) + force_bonus
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/obj/item/his_grace/proc/ascend()
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if(ascended)
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return
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var/mob/living/carbon/human/master = loc
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force_bonus += ascend_bonus
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desc = "A legendary toolbox and a distant artifact from The Age of Three Powers. On its three latches engraved are the words \"The Sun\", \"The Moon\", and \"The Stars\". The entire toolbox has the words \"The World\" engraved into its sides."
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ascended = TRUE
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update_appearance()
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playsound(src, 'sound/effects/his_grace/his_grace_ascend.ogg', 100)
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if(istype(master))
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master.update_held_items()
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master.visible_message("<span class='his_grace big bold'>Gods will be watching.</span>")
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name = "[master]'s mythical toolbox of three powers"
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master.client?.give_award(/datum/award/achievement/misc/ascension, master)
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