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## About The Pull Request Converts slapcrafting into a component! The component is added on to an ingredient (presumably the main ingredient) with a list of recipes attached. If you interact an ingredient (if no ignredients, a tool) with it, you will start crafting the recipe. If there's multiple, pick between them with a radial menu. Opening on draft as there's just a liiiiil bit left to do. The actual wired rod was left for last. ## Why It's Good For The Game Slapcrafting is simply better and more accessible and less laggy than menu crafting. By making it a component we can attach it to things in which it'd make sense to while stopping unintended weirdness that might arise from this being global. Additionally the way examine lets you see crafting recipes opens up visibility for those, which allows new players to learn about them in a intuitive manner. ## Changelog 🆑 refactor: Turned slapcrafting into a component! You can examine compatible items to see what recipes they can be used in, and what the ingredients for them are. For example, spears and the head-on-spear crafting recipe. /🆑
267 lines
9.0 KiB
Plaintext
267 lines
9.0 KiB
Plaintext
//spears
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/obj/item/spear
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icon = 'icons/obj/weapons/spear.dmi'
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icon_state = "spearglass0"
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lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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force = 10
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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throwforce = 20
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throw_speed = 4
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demolition_mod = 0.75
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embedding = list("impact_pain_mult" = 2, "remove_pain_mult" = 4, "jostle_chance" = 2.5)
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armour_penetration = 10
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
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attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
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sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
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max_integrity = 200
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armor_type = /datum/armor/item_spear
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wound_bonus = -15
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bare_wound_bonus = 15
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/// For explosive spears, what we cry out when we use this to bap someone
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var/war_cry = "AAAAARGH!!!"
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/// The icon prefix for this flavor of spear
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var/icon_prefix = "spearglass"
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/// How much damage to do unwielded
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var/force_unwielded = 10
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/// How much damage to do wielded
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var/force_wielded = 18
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/datum/armor/item_spear
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fire = 50
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acid = 30
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/obj/item/spear/Initialize(mapload)
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. = ..()
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force = force_unwielded
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//decent in a pinch, but pretty bad.
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AddComponent(/datum/component/jousting, \
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max_tile_charge = 9, \
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min_tile_charge = 6, \
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)
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AddComponent(/datum/component/butchering, \
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speed = 10 SECONDS, \
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effectiveness = 70, \
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)
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AddComponent(/datum/component/two_handed, \
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force_unwielded = force_unwielded, \
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force_wielded = force_wielded, \
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icon_wielded = "[icon_prefix]1", \
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)
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add_headpike_component()
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update_appearance()
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// I dunno man
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/obj/item/spear/proc/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpike)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/spear/update_icon_state()
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icon_state = "[icon_prefix]0"
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return ..()
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/obj/item/spear/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/spear/CheckParts(list/parts_list)
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var/obj/item/shard/tip = locate() in parts_list
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if(!tip)
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return ..()
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switch(tip.type)
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if(/obj/item/shard/plasma)
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force = 11
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throwforce = 21
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custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plasmaglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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icon_prefix = "spearplasma"
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force_unwielded = 11
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force_wielded = 19
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
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if(/obj/item/shard/titanium)
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force = 13
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throwforce = 21
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throw_range = 8
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throw_speed = 5
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custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/titaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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wound_bonus = -10
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force_unwielded = 13
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force_wielded = 18
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icon_prefix = "speartitanium"
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
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if(/obj/item/shard/plastitanium)
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force = 13
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throwforce = 22
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throw_range = 9
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throw_speed = 5
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custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plastitaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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wound_bonus = -10
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bare_wound_bonus = 20
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force_unwielded = 13
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force_wielded = 20
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icon_prefix = "spearplastitanium"
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
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update_appearance()
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parts_list -= tip
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qdel(tip)
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return ..()
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/obj/item/spear/explosive
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name = "explosive lance"
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icon_state = "spearbomb0"
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base_icon_state = "spearbomb"
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icon_prefix = "spearbomb"
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var/obj/item/grenade/explosive = null
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/obj/item/spear/explosive/Initialize(mapload)
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. = ..()
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set_explosive(new /obj/item/grenade/iedcasing/spawned()) //For admin-spawned explosive lances
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/obj/item/spear/explosive/proc/set_explosive(obj/item/grenade/G)
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if(explosive)
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QDEL_NULL(explosive)
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G.forceMove(src)
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explosive = G
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desc = "A makeshift spear with [G] attached to it"
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/obj/item/spear/explosive/CheckParts(list/parts_list)
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var/obj/item/grenade/G = locate() in parts_list
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if(G)
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var/obj/item/spear/lancePart = locate() in parts_list
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throwforce = lancePart.throwforce
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icon_prefix = lancePart.icon_prefix
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parts_list -= G
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parts_list -= lancePart
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set_explosive(G)
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qdel(lancePart)
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..()
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/obj/item/spear/explosive/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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user.say("[war_cry]", forced="spear warcry")
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explosive.forceMove(user)
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explosive.detonate()
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user.gib()
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qdel(src)
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return BRUTELOSS
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/obj/item/spear/explosive/examine(mob/user)
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. = ..()
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. += span_notice("Alt-click to set your war cry.")
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/obj/item/spear/explosive/AltClick(mob/user)
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if(user.can_perform_action(src))
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..()
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if(istype(user) && loc == user)
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var/input = tgui_input_text(user, "What do you want your war cry to be? You will shout it when you hit someone in melee.", "War Cry", max_length = 50)
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if(input)
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src.war_cry = input
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/obj/item/spear/explosive/afterattack(atom/movable/AM, mob/user, proximity)
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. = ..()
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if(!proximity || !HAS_TRAIT(src, TRAIT_WIELDED) || !istype(AM))
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return
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. |= AFTERATTACK_PROCESSED_ITEM
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if(AM.resistance_flags & INDESTRUCTIBLE) //due to the lich incident of 2021, embedding grenades inside of indestructible structures is forbidden
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return .
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if(ismob(AM))
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var/mob/mob_target = AM
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if(mob_target.status_flags & GODMODE) //no embedding grenade phylacteries inside of ghost poly either
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return .
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if(iseffect(AM)) //and no accidentally wasting your moment of glory on graffiti
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return .
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user.say("[war_cry]", forced="spear warcry")
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if(isliving(user))
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var/mob/living/living_user = user
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living_user.set_resting(new_resting = TRUE, silent = TRUE, instant = TRUE)
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living_user.Move(get_turf(AM))
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explosive.forceMove(get_turf(living_user))
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explosive.detonate(lanced_by=user)
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if(!QDELETED(living_user))
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living_user.set_resting(new_resting = FALSE, silent = TRUE, instant = TRUE)
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qdel(src)
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return .
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//GREY TIDE
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/obj/item/spear/grey_tide
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name = "\improper Grey Tide"
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desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
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attack_verb_continuous = list("gores")
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attack_verb_simple = list("gore")
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force_unwielded = 15
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force_wielded = 25
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/obj/item/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
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. = ..()
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if(!proximity)
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return
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user.faction |= "greytide([REF(user)])"
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if(isliving(AM))
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var/mob/living/L = AM
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if(istype (L, /mob/living/simple_animal/hostile/illusion))
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return
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if(!L.stat && prob(50))
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var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
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M.faction = user.faction.Copy()
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M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
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M.GiveTarget(L)
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/*
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* Bone Spear
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*/
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/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
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icon_state = "bone_spear0"
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base_icon_state = "bone_spear0"
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icon_prefix = "bone_spear"
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name = "bone spear"
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desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
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throwforce = 22
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armour_penetration = 15 //Enhanced armor piercing
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custom_materials = list(/datum/material/bone = HALF_SHEET_MATERIAL_AMOUNT * 7)
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force_unwielded = 12
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force_wielded = 20
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/obj/item/spear/bonespear/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebone)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/*
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* Bamboo Spear
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*/
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/obj/item/spear/bamboospear //Blatant imitation of spear, but all natural. Also not valid for explosive modification.
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icon_state = "bamboo_spear0"
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base_icon_state = "bamboo_spear0"
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icon_prefix = "bamboo_spear"
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name = "bamboo spear"
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desc = "A haphazardly-constructed bamboo stick with a sharpened tip, ready to poke holes into unsuspecting people."
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throwforce = 22 //Better to throw
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custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 20)
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force_unwielded = 10
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force_wielded = 18
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/obj/item/spear/bamboospear/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebamboo)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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