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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-22 04:37:45 +01:00
Add a craftable, two-handed sledgehammer.
- Can be made out of plasteel, rods and metal. - Relatively high damage but less than the fireaxe. - Special sound.
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/obj/item/weapon/hammer_head
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name = "hammer head"
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desc = "A rectangular plasteel head. Feels very heavy in your hand.."
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icon = 'icons/obj/hammer_construction_ch.dmi'
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icon_state = "hammer_construction_1"
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description_info = "You need rods, metal, a wrench and welding fuel to finish this up."
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var/construction_stage = 1
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/obj/item/weapon/hammer_head/attackby(var/obj/item/thing, var/mob/user)
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if(istype(thing, /obj/item/stack/rods) && construction_stage == 1)
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var/obj/item/stack/rods = thing
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if(rods.get_amount() < 4)
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to_chat(user, "<span class='warning'>You need at least 4 rods for this task.</span>")
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return
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rods.use(4)
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user.visible_message("<span class='notice'>\The [user] puts some rods together in \the [src] hole.</span>")
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increment_construction_stage()
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return
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if(istype(thing, /obj/item/weapon/weldingtool) && construction_stage == 2)
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var/obj/item/weapon/weldingtool/welder = thing
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if(!welder.isOn())
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to_chat(user, "<span class='warning'>Turn it on first!</span>")
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return
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if(!welder.remove_fuel(0,user))
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to_chat(user, "<span class='warning'>You need more fuel!</span>")
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return
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user.visible_message("<span class='notice'>\The [user] weld the rods to the head \the [src] together with \the [thing].</span>")
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playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
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spawn(5)
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increment_construction_stage()
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return
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if(istype(thing, /obj/item/stack/rods) && construction_stage == 3)
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var/obj/item/stack/rods = thing
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if(rods.get_amount() < 4)
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to_chat(user, "<span class='warning'>You need at least 4 rods for this task.</span>")
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return
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rods.use(4)
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user.visible_message("<span class='notice'>\The [user] jams \the [thing]'s into \the [src].</span>")
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increment_construction_stage()
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return
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if(istype(thing, /obj/item/weapon/weldingtool) && construction_stage == 4)
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var/obj/item/weapon/weldingtool/welder = thing
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if(!welder.isOn())
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to_chat(user, "<span class='warning'>Turn it on first!</span>")
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return
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if(!welder.remove_fuel(0,user))
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to_chat(user, "<span class='warning'>You need more fuel!</span>")
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return
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user.visible_message("<span class='notice'>\The [user] welds the rods together of the handle into place, forming a long irregular shaft.</span>")
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playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
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increment_construction_stage()
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return
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if(istype(thing, /obj/item/stack/material) && construction_stage == 5)
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var/obj/item/stack/material/reinforcing = thing
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var/material/reinforcing_with = reinforcing.get_material()
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if(reinforcing_with.name == DEFAULT_WALL_MATERIAL) // Steel
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if(reinforcing.get_amount() < 3)
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to_chat(user, "<span class='warning'>You need at least 3 [reinforcing.singular_name]\s for this task.</span>")
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return
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reinforcing.use(3)
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user.visible_message("<span class='notice'>\The [user] shapes some metal sheets around the rods.</span>")
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increment_construction_stage()
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return
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if(istype(thing, /obj/item/weapon/weldingtool) && construction_stage == 6)
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var/obj/item/weapon/weldingtool/welder = thing
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if(!welder.isOn())
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to_chat(user, "<span class='warning'>Turn it on first!</span>")
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return
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if(!welder.remove_fuel(10,user))
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to_chat(user, "<span class='warning'>You need more fuel!</span>")
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return
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user.visible_message("<span class='notice'>\The [user] heats up the metal sheets until it glows red.</span>")
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playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
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increment_construction_stage()
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return
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if(istype(thing, /obj/item/weapon/tool/wrench) && construction_stage == 7)
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user.visible_message("<span class='notice'>\The [user] whacks at \the [src] like a caveman, shaping the metal with \the [thing] into a rough handle, finishing it off.</span>")
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increment_construction_stage()
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playsound(src.loc, 'sound/weapons/smash5.ogg', 100, 1)
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var/obj/item/weapon/material/twohanded/sledgehammer/sledge = new(loc)
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var/put_in_hands
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var/mob/M = src.loc
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if(istype(M))
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put_in_hands = M == user
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M.drop_from_inventory(src)
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if(put_in_hands)
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user.put_in_hands(sledge)
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qdel(src)
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return
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return ..()
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/obj/item/weapon/hammer_head/proc/increment_construction_stage()
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if(construction_stage < 7)
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construction_stage++
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icon_state = "hammer_construction_[construction_stage]"
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/obj/item/weapon/hammer_head/examine(var/mob/user)
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. = ..(user,2)
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if(.)
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switch(construction_stage)
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if(2) to_chat(user, "<span class='notice'>It has a bunch of rods sticking out of the hole.</span>")
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if(3) to_chat(user, "<span class='notice'>It has a short rough metal shaft sticking to it, quite short.</span>")
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if(4) to_chat(user, "<span class='notice'>It has a bunch of rods jammed into the shaft/</span>")
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if(4) to_chat(user, "<span class='notice'>It has a pretty long rough metal shaft sticking out of it, it look hard to grab.</span>")
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if(5) to_chat(user, "<span class='notice'>It has a few sheets bent in half across the handle.</span>")
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if(6) to_chat(user, "<span class='notice'>It has red hot, pliable looking metal sheets spread over the handle. What a sloppy job.</span>")
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if(7) to_chat(user, "<span class='notice'>It has a roughly shaped metal handle.</span>")
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@@ -0,0 +1,100 @@
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/*
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*
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*Sledgehammer
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*Mjollnir
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*
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*/
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/obj/item/weapon/material/twohanded/sledgehammer // a SLEGDGEHAMMER
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icon_state = "sledgehammer0"
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base_icon = "sledgehammer"
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name = "sledgehammer"
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desc = "A long, heavy hammer meant to be used with both hands. Typically used for breaking rocks and driving posts, it can also be used for breaking bones or driving points home."
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description_info = "This weapon can cleave, striking nearby lesser, hostile enemies close to the primary target. It must be held in both hands to do this."
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unwielded_force_divisor = 0.25
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force = 25
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force_divisor = 0.9 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
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hitsound = 'sound/weapons/heavysmash.ogg'
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icon = 'icons/obj/hammer_sprites_ch.dmi'
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w_class = ITEMSIZE_HUGE
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slowdown = 1.5
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dulled_divisor = 0.95 //Still metal on a stick
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sharp = 0
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edge = 0
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force_wielded = 23 //A fair bit less than the fireaxe.
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attack_verb = list("attacked", "smashed", "crushed", "wacked", "pounded")
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applies_material_colour = 0
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_material_ch.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_material_ch.dmi',
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)
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/obj/item/weapon/material/twohanded/sledgehammer/update_held_icon()
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var/mob/living/M = loc
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if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full())
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wielded = 1
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pry = 1
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force = force_wielded
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name = "[base_name] (wielded)"
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update_icon()
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else
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wielded = 0
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pry = 0
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force = force_unwielded
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name = "[base_name]"
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update_icon()
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..()
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/obj/item/weapon/material/twohanded/sledgehammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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..()
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if(A && wielded)
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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W.shatter()
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else if(istype(A,/obj/structure/grille))
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qdel(A)
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else if(istype(A,/obj/effect/plant))
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var/obj/effect/plant/P = A
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P.die_off()
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// This cannot go into afterattack since some mobs delete themselves upon dying.
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/obj/item/weapon/material/twohanded/sledgehammer/pre_attack(var/mob/living/target, var/mob/living/user)
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if(istype(target))
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cleave(user, target)
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/obj/item/weapon/material/twohanded/sledgehammer/mjollnir
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icon_state = "mjollnir0"
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base_icon = "mjollnir"
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name = "Mjollnir"
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desc = "A long, heavy hammer. This weapons crackles with barely contained energy."
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force_divisor = 2
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hitsound = 'sound/effects/lightningbolt.ogg'
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force = 50
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throwforce = 15
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force_wielded = 75
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slowdown = 0
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/obj/item/weapon/material/twohanded/sledgehammer/mjollnir/afterattack(mob/living/G, mob/user)
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..()
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if(wielded)
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if(prob(10))
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G.electrocute_act(500, src, def_zone = BP_TORSO)
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return
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if(prob(10))
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G.dust()
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return
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else
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G.stun_effect_act(10 , 50,def_zone = BP_TORSO, src)
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G.take_organ_damage(10)
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G.Paralyse(20)
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playsound(src.loc, "sparks", 50, 1)
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return
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/obj/item/weapon/material/twohanded/sledgehammer/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
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icon_state = "mjollnir[wielded]"
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return
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