mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
last tweaks
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@@ -4,7 +4,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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name = "item"
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icon = 'icons/obj/items.dmi'
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var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
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var/no_embed = 0 // For use in item_attack.dm
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var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
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var/blood_overlay_color = null
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var/item_state = null
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@@ -98,7 +98,6 @@
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throw_range = 6
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materials = list(MAT_METAL=12000)
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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no_embed = 1
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sharp = 1
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edge = 1
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@@ -6,7 +6,6 @@
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var/w_class_on = WEIGHT_CLASS_BULKY
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var/icon_state_on = "axe1"
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
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hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
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usesound = 'sound/weapons/blade1.ogg'
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toolspeed = 1
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@@ -88,27 +88,4 @@
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if(affecting.take_damage(5, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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..()
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// Shrapnel
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/obj/item/weapon/shard/shrapnel
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name = "shrapnel"
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icon = 'icons/obj/shards.dmi'
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icon_state = "shrapnellarge"
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desc = "A bunch of tiny bits of shattered metal."
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embedded_fall_chance = 0
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/obj/item/weapon/shard/shrapnel/New()
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..()
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icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
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switch(icon_state)
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if("shrapnelsmall")
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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if("shrapnelmedium")
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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if("shrapnellarge")
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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..()
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@@ -210,7 +210,6 @@
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block_chance = 75
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sharp = 1
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edge = 1
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no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
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/obj/item/weapon/twohanded/dualsaber/New()
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blade_color = pick("red", "blue", "green", "purple")
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@@ -500,7 +499,6 @@
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attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
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sharp = 1
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edge = 1
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no_embed = 1
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/obj/item/weapon/twohanded/chainsaw/update_icon()
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if(wielded)
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@@ -539,7 +537,6 @@
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icon_state = "mjollnir0"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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no_embed = 1
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force = 5
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force_unwielded = 5
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force_wielded = 20
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@@ -604,7 +601,6 @@
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icon_state = "mjollnir0"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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no_embed = 1
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force = 5
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force_unwielded = 5
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force_wielded = 25
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@@ -652,7 +648,6 @@
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icon_state = "knighthammer0"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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no_embed = 1
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force = 5
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force_unwielded = 5
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force_wielded = 30
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