mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
[READY] Recolourable energy weapons. (#6507)
This commit is contained in:
@@ -15,37 +15,17 @@
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path = /obj/item/weapon/material/knife/tacknife/combatknife
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/datum/uplink_item/item/visible_weapons/energy_sword
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name = "Energy Sword, Random"
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name = "Energy Sword, Colorable"
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item_cost = 40
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path = /obj/item/weapon/melee/energy/sword
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/datum/uplink_item/item/visible_weapons/energy_sword_blue
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name = "Energy Sword, Blue"
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item_cost = 40
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path = /obj/item/weapon/melee/energy/sword/blue
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/datum/uplink_item/item/visible_weapons/energy_sword_green
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name = "Energy Sword, Green"
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item_cost = 40
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path = /obj/item/weapon/melee/energy/sword/green
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/datum/uplink_item/item/visible_weapons/energy_sword_red
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name = "Energy Sword, Red"
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item_cost = 40
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path = /obj/item/weapon/melee/energy/sword/red
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/datum/uplink_item/item/visible_weapons/energy_sword_purple
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name = "Energy Sword, Purple"
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item_cost = 40
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path = /obj/item/weapon/melee/energy/sword/purple
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/datum/uplink_item/item/visible_weapons/energy_sword_pirate
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name = "Energy Cutlass"
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name = "Energy Cutlass, Colorable"
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item_cost = 40
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path = /obj/item/weapon/melee/energy/sword/pirate
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/datum/uplink_item/item/visible_weapons/energy_spear
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name = "Energy Spear"
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name = "Energy Spear, Colorable"
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item_cost = 50
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path = /obj/item/weapon/melee/energy/spear
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@@ -11,17 +11,26 @@
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var/lrange = 2
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var/lpower = 2
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var/lcolor = "#0099FF"
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var/colorable = FALSE
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var/rainbow = FALSE
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// If it uses energy.
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var/use_cell = FALSE
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var/hitcost = 120
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var/obj/item/weapon/cell/bcell = null
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var/cell_type = /obj/item/weapon/cell/device
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
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)
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/obj/item/weapon/melee/energy/proc/activate(mob/living/user)
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if(active)
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return
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active = 1
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if(rainbow)
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item_state = "[icon_state]_blade_rainbow"
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else
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item_state = "[icon_state]_blade"
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embed_chance = active_embed_chance
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force = active_force
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throwforce = active_throwforce
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@@ -29,12 +38,14 @@
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edge = 1
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w_class = active_w_class
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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update_icon()
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set_light(lrange, lpower, lcolor)
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/obj/item/weapon/melee/energy/proc/deactivate(mob/living/user)
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if(!active)
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return
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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item_state = "[icon_state]"
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active = 0
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embed_chance = initial(embed_chance)
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force = initial(force)
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@@ -42,6 +53,7 @@
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sharp = initial(sharp)
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edge = initial(edge)
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w_class = initial(w_class)
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update_icon()
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set_light(0,0)
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/obj/item/weapon/melee/energy/proc/use_charge(var/cost)
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@@ -102,6 +114,13 @@
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return ..()
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/obj/item/weapon/melee/energy/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/device/multitool) && colorable && !active)
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if(!rainbow)
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rainbow = TRUE
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else
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rainbow = FALSE
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to_chat(user, "<span class='notice'>You manipulate the color controller in [src].</span>")
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update_icon()
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if(use_cell)
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if(istype(W, cell_type))
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if(!bcell)
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@@ -125,13 +144,52 @@
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/obj/item/weapon/melee/energy/get_cell()
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return bcell
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/obj/item/weapon/melee/energy/update_icon()
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. = ..()
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var/mutable_appearance/blade_overlay = mutable_appearance(icon, "[icon_state]_blade")
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if(colorable)
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blade_overlay.color = lcolor
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if(rainbow || !colorable)
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blade_overlay = mutable_appearance(icon, "[icon_state]_blade_rainbow")
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blade_overlay.color = "FFFFFF"
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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if(active)
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add_overlay(blade_overlay)
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if(istype(usr,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = usr
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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/obj/item/weapon/melee/energy/AltClick(mob/living/user)
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if(!colorable) //checks if is not colorable
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return
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if(!in_range(src, user)) //Basic checks to prevent abuse
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return
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if(user.incapacitated() || !istype(user))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(alert("Are you sure you want to recolor your blade?", "Confirm Recolor", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"","Choose Energy Color",lcolor) as color|null
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if(energy_color_input)
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lcolor = sanitize_hexcolor(energy_color_input)
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update_icon()
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/obj/item/weapon/melee/energy/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
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/*
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* Energy Axe
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*/
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/obj/item/weapon/melee/energy/axe
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name = "energy axe"
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desc = "An energised battle axe."
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icon_state = "axe0"
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icon_state = "eaxe"
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item_state = "eaxe"
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//active_force = 150 //holy...
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active_force = 60
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active_throwforce = 35
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@@ -152,13 +210,11 @@
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/obj/item/weapon/melee/energy/axe/activate(mob/living/user)
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..()
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damtype = SEARING
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icon_state = "axe1"
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to_chat(user, "<span class='notice'>\The [src] is now energised.</span>")
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/obj/item/weapon/melee/energy/axe/deactivate(mob/living/user)
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..()
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damtype = BRUTE
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icon_state = initial(icon_state)
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to_chat(user, "<span class='notice'>\The [src] is de-energised. It's just a regular axe now.</span>")
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/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
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@@ -187,7 +243,8 @@
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color
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name = "energy sword"
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desc = "May the force be within you."
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icon_state = "sword0"
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icon_state = "esword"
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item_state = "esword"
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active_force = 30
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active_throwforce = 20
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active_w_class = ITEMSIZE_LARGE
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@@ -200,9 +257,8 @@
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origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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sharp = 1
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edge = 1
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var/blade_color
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var/random_color = TRUE
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var/active_state = "sword"
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colorable = TRUE
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projectile_parry_chance = 65
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@@ -211,30 +267,6 @@
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if(!istype(loc,/mob))
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deactivate(user)
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/obj/item/weapon/melee/energy/sword/New()
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if(random_color)
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blade_color = pick("red","blue","green","purple","white")
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lcolor = blade_color
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/obj/item/weapon/melee/energy/sword/green/New()
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blade_color = "green"
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lcolor = "#008000"
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/obj/item/weapon/melee/energy/sword/red/New()
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blade_color = "red"
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lcolor = "#FF0000"
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/obj/item/weapon/melee/energy/sword/blue/New()
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blade_color = "blue"
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lcolor = "#0000FF"
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/obj/item/weapon/melee/energy/sword/purple/New()
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blade_color = "purple"
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lcolor = "#800080"
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/obj/item/weapon/melee/energy/sword/white/New()
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blade_color = "white"
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lcolor = "#FFFFFF"
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/obj/item/weapon/melee/energy/sword/activate(mob/living/user)
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if(!active)
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@@ -242,14 +274,13 @@
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..()
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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icon_state = "[active_state][blade_color]"
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/obj/item/weapon/melee/energy/sword/deactivate(mob/living/user)
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if(active)
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to_chat(user, "<span class='notice'>\The [src] deactivates!</span>")
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..()
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attack_verb = list()
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icon_state = initial(icon_state)
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/obj/item/weapon/melee/energy/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(active && default_parry_check(user, attacker, damage_source) && prob(60))
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@@ -284,11 +315,10 @@
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/obj/item/weapon/melee/energy/sword/pirate
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name = "energy cutlass"
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desc = "Arrrr matey."
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icon_state = "cutlass0"
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icon_state = "cutlass"
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item_state = "cutlass"
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colorable = TRUE
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/obj/item/weapon/melee/energy/sword/pirate/activate(mob/living/user)
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..()
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icon_state = "cutlass1"
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/*
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*Ionic Rapier
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@@ -300,8 +330,8 @@
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description_info = "This is a dangerous melee weapon that will deliver a moderately powerful electromagnetic pulse to whatever it strikes. \
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Striking a lesser robotic entity will compel it to attack you, as well. It also does extra burn damage to robotic entities, but it does \
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very little damage to purely organic targets."
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icon_state = "ionic_rapier0"
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random_color = FALSE
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icon_state = "ionrapier"
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item_state = "ionrapier"
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active_force = 5
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active_throwforce = 3
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active_embed_chance = 0
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@@ -312,7 +342,6 @@
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lrange = 2
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lpower = 2
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lcolor = "#0000FF"
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active_state = "ionic_rapier"
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projectile_parry_chance = 30 // It's not specifically designed for cutting and slashing, but it can still, maybe, save your life.
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/obj/item/weapon/melee/energy/sword/ionic_rapier/afterattack(var/atom/movable/AM, var/mob/living/user, var/proximity)
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@@ -350,6 +379,7 @@
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active_force = 25
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armor_penetration = 25
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projectile_parry_chance = 40
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colorable = TRUE
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hitcost = 75
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@@ -357,15 +387,14 @@
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..()
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bcell = new/obj/item/weapon/cell/device/weapon(src)
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/*
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*Energy Blade
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*/
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//Energy Blade (ninja uses this)
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//Can't be activated or deactivated, so no reason to be a subtype of energy
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/obj/item/weapon/melee/energy/blade
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name = "energy blade"
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desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
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icon_state = "blade"
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item_state = "blade"
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force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe
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armor_penetration = 100
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sharp = 1
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@@ -448,14 +477,12 @@
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return 1
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/*
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*Energy Spear
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*/
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//Energy Spear
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/obj/item/weapon/melee/energy/spear
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name = "energy spear"
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desc = "Concentrated energy forming a sharp tip at the end of a long rod."
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icon_state = "espear0"
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icon_state = "espear"
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armor_penetration = 75
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sharp = 1
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edge = 1
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@@ -468,29 +495,9 @@
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active_force = 25
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active_throwforce = 30
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active_w_class = ITEMSIZE_HUGE
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var/random_color = TRUE
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var/tip_color = ""
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var/active_state = "espear"
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colorable = TRUE
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/obj/item/weapon/melee/energy/spear/New()
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if(random_color)
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tip_color = pick("red","blue","green","purple")
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lcolor = tip_color
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/obj/item/weapon/melee/energy/spear/green/New()
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tip_color = "green"
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lcolor = "#008000"
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/obj/item/weapon/melee/energy/spear/red/New()
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tip_color = "red"
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lcolor = "#FF0000"
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/obj/item/weapon/melee/energy/spear/blue/New()
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tip_color = "blue"
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lcolor = "#0000FF"
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/obj/item/weapon/melee/energy/spear/purple/New()
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tip_color = "purple"
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lcolor = "#800080"
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/obj/item/weapon/melee/energy/spear/activate(mob/living/user)
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@@ -498,7 +505,6 @@
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to_chat(user, "<span class='notice'>\The [src] is now energised.</span>")
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..()
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attack_verb = list("jabbed", "stabbed", "impaled")
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icon_state = "[active_state]-[tip_color]"
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/obj/item/weapon/melee/energy/spear/deactivate(mob/living/user)
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@@ -506,7 +512,6 @@
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to_chat(user, "<span class='notice'>\The [src] deactivates!</span>")
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..()
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attack_verb = list("whacked", "beat", "slapped", "thonked")
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icon_state = "espear0"
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/obj/item/weapon/melee/energy/spear/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(active && default_parry_check(user, attacker, damage_source) && prob(50))
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@@ -115,7 +115,8 @@
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name = "energy combat shield"
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desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "eshield0" // eshield1 for expanded
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icon_state = "eshield"
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item_state = "eshield"
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slot_flags = SLOT_EARS
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flags = NOCONDUCT
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force = 3.0
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@@ -123,9 +124,16 @@
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throw_speed = 1
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throw_range = 4
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w_class = ITEMSIZE_SMALL
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var/lrange = 1.5
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var/lpower = 1.5
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var/lcolor = "#006AFF"
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origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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attack_verb = list("shoved", "bashed")
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var/active = 0
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
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)
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/obj/item/weapon/shield/energy/handle_shield(mob/user)
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if(!active)
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@@ -175,11 +183,33 @@
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return
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/obj/item/weapon/shield/energy/update_icon()
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icon_state = "eshield[active]"
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var/mutable_appearance/blade_overlay = mutable_appearance(icon, "[icon_state]_blade")
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if(lcolor)
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blade_overlay.color = lcolor
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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if(active)
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set_light(1.5, 1.5, "#006AFF")
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add_overlay(blade_overlay)
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item_state = "[icon_state]_blade"
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set_light(lrange, lpower, lcolor)
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else
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set_light(0)
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item_state = "[icon_state]"
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/obj/item/weapon/shield/energy/AltClick(mob/living/user)
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if(!in_range(src, user)) //Basic checks to prevent abuse
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return
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if(user.incapacitated() || !istype(user))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(alert("Are you sure you want to recolor your shield?", "Confirm Recolor", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"","Choose Energy Color",lcolor) as color|null
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if(energy_color_input)
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lcolor = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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update_icon()
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/obj/item/weapon/shield/energy/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
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/obj/item/weapon/shield/riot/tele
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name = "telescopic shield"
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||||
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@@ -108,7 +108,7 @@
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attack_edge = 1
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||||
attacktext = list("slashed")
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||||
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||||
loot_list = list(/obj/item/weapon/melee/energy/sword/red = 100, /obj/item/weapon/shield/energy = 100)
|
||||
loot_list = list(/obj/item/weapon/melee/energy/sword = 100, /obj/item/weapon/shield/energy = 100)
|
||||
|
||||
// They have a shield, so they try to block
|
||||
/mob/living/simple_mob/humanoid/merc/melee/sword/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
|
||||
@@ -90,3 +90,4 @@
|
||||
|
||||
/mob/proc/update_targeted()
|
||||
return
|
||||
|
||||
|
||||
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@@ -220,7 +220,7 @@
|
||||
"el" = (/obj/structure/table/rack,/obj/item/weapon/gun/projectile/automatic/z8,/obj/item/weapon/gun/projectile/automatic/z8,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
"em" = (/obj/structure/table/rack,/obj/item/weapon/rig/ert/assetprotection,/obj/item/weapon/rig/ert/assetprotection,/obj/item/weapon/rig/ert/assetprotection,/obj/item/weapon/rig/ert/assetprotection,/obj/item/weapon/rig/ert/assetprotection,/obj/item/weapon/rig/ert/assetprotection,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
"en" = (/obj/structure/table/rack,/obj/item/weapon/gun/energy/sniperrifle,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
"eo" = (/obj/structure/table/rack,/obj/item/weapon/melee/energy/sword/blue,/obj/item/weapon/melee/energy/sword/blue,/obj/item/weapon/melee/energy/sword/blue,/obj/item/weapon/melee/energy/sword/blue,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
"eo" = (/obj/structure/table/rack,/obj/item/weapon/melee/energy/sword,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
"ep" = (/obj/structure/table/rack,/obj/item/weapon/gun/projectile/automatic/l6_saw,/obj/item/ammo_magazine/m545saw,/obj/item/ammo_magazine/m545saw,/obj/item/ammo_magazine/m545saw,/obj/item/ammo_magazine/m545saw,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
"eq" = (/obj/structure/table/rack,/obj/item/weapon/shield/energy,/obj/item/weapon/shield/energy,/obj/item/weapon/shield/energy,/obj/item/weapon/shield/energy,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
"er" = (/obj/structure/table/rack,/obj/item/weapon/gun/energy/laser,/obj/item/weapon/gun/energy/laser,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/specops)
|
||||
@@ -508,7 +508,7 @@
|
||||
"jN" = (/obj/machinery/door/airlock/external{frequency = 1380; icon_state = "door_locked"; id_tag = "escape_pod_1_recovery_hatch"; locked = 1; name = "Recovery Shuttle Dock 1"; req_access = list(13)},/turf/simulated/shuttle/floor/black,/area/centcom/evac)
|
||||
"jO" = (/obj/machinery/door/airlock/external{frequency = 1380; icon_state = "door_locked"; id_tag = "escape_pod_2_recovery_hatch"; locked = 1; name = "Recovery Shuttle Dock 2"; req_access = list(13)},/turf/simulated/shuttle/floor/black,/area/centcom/evac)
|
||||
"jP" = (/obj/machinery/door/airlock/command{name = "Thunderdome Administration"; req_access = list(102)},/turf/unsimulated/floor{icon_state = "vault"; dir = 5},/area/tdome)
|
||||
"jQ" = (/obj/structure/table/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/red,/turf/unsimulated/floor{icon_state = "vault"; dir = 5},/area/tdome)
|
||||
"jQ" = (/obj/structure/table/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/turf/unsimulated/floor{icon_state = "vault"; dir = 5},/area/tdome)
|
||||
"jR" = (/obj/structure/closet/chefcloset,/obj/item/glass_jar,/obj/item/device/retail_scanner/civilian,/obj/item/weapon/soap/nanotrasen,/obj/item/device/destTagger{pixel_x = 4; pixel_y = 3},/obj/item/weapon/packageWrap,/obj/item/weapon/packageWrap,/obj/item/weapon/packageWrap,/obj/effect/floor_decal/corner/white/diagonal,/turf/unsimulated/floor{icon_state = "steel"},/area/centcom/bar)
|
||||
"jS" = (/obj/effect/floor_decal/corner/white/diagonal,/turf/unsimulated/floor{icon_state = "steel"},/area/centcom/bar)
|
||||
"jT" = (/turf/unsimulated/floor{icon_state = "freezerfloor"; dir = 2},/area/centcom/bar)
|
||||
@@ -924,7 +924,7 @@
|
||||
"rN" = (/obj/machinery/computer/shuttle_control{name = "Beruang control console"; req_access = list(160); shuttle_tag = "Trade"},/turf/unsimulated/floor{icon_state = "steel"},/area/shuttle/trade)
|
||||
"rO" = (/obj/structure/closet/crate,/turf/unsimulated/floor{icon_state = "vault"; dir = 1},/area/shuttle/trade)
|
||||
"rP" = (/turf/unsimulated/floor{icon_state = "dark"},/area/shuttle/trade)
|
||||
"rQ" = (/obj/structure/table/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/green,/turf/unsimulated/floor{icon_state = "vault"; dir = 5},/area/tdome)
|
||||
"rQ" = (/obj/structure/table/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/turf/unsimulated/floor{icon_state = "vault"; dir = 5},/area/tdome)
|
||||
"rR" = (/obj/machinery/door/airlock/centcom{name = "Bridge Access"; opacity = 1; req_access = list(101)},/turf/unsimulated/floor{icon_state = "steel"},/area/centcom/main_hall)
|
||||
"rS" = (/obj/machinery/door/airlock/glass_centcom{name = "Bridge Access"; req_access = list(101)},/turf/unsimulated/floor{icon_state = "steel"},/area/centcom/main_hall)
|
||||
"rT" = (/obj/machinery/door/airlock{name = "Unit 2"},/turf/unsimulated/floor{icon_state = "freezerfloor"; dir = 2},/area/centcom/bar)
|
||||
@@ -2520,4 +2520,3 @@ aaaaRfababababababababababababababaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|
||||
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|
||||
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|
||||
"}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user