mirror of
https://github.com/ParadiseSS13/Paradise.git
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The Most Non-Edgey PR Ever
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@@ -49,8 +49,6 @@
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name = "alloy spike"
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desc = "A broadhead spike made out of a weird silvery metal."
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projectile_type = /obj/item/projectile/bullet/spike
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sharp = 1
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edge = 0
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throwforce = 5
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w_class = WEIGHT_CLASS_NORMAL
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caliber = "spike"
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@@ -144,7 +144,6 @@
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attack_verb = list("attacked", "slashed", "cut", "sliced")
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force = 12
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sharp = 1
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edge = 1
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can_charge = 0
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/obj/item/weapon/gun/energy/plasmacutter/examine(mob/user)
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@@ -68,7 +68,7 @@
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icon_state = "focus"
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item_state = "focus"
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ammo_type = list(/obj/item/ammo_casing/forcebolt)
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/obj/item/weapon/gun/magic/staff/spellblade
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name = "spellblade"
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desc = "A deadly combination of laziness and boodlust, this blade allows the user to dismember their enemies without all the hard work of actually swinging the sword."
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@@ -81,7 +81,6 @@
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armour_penetration = 75
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block_chance = 50
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sharp = 1
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edge = 1
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max_charges = 4
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/obj/item/weapon/gun/magic/staff/spellblade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
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@@ -77,7 +77,6 @@
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desc = "Stab, stab, stab."
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icon_state = "arrow"
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force = 10
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sharp = 1
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projectile_type = /obj/item/projectile/bullet/reusable/arrow
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caliber = "arrow"
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@@ -155,7 +155,6 @@
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throwforce = 20
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w_class = WEIGHT_CLASS_NORMAL
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sharp = 1
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edge = 0
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/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
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return
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@@ -5,7 +5,6 @@
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damage_type = BRUTE
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flag = "bullet"
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embed = 1
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sharp = 1
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hitsound_wall = "ricochet"
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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@@ -15,7 +14,6 @@
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/obj/item/projectile/bullet/weakbullet/rubber //beanbag that shells that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet/booze
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embed = 0
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@@ -46,7 +44,6 @@
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/obj/item/projectile/bullet/weakbullet2/rubber //detective's bullets that don't embed
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/weakbullet3
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damage = 20
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@@ -57,7 +54,6 @@
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stamina = 30
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icon_state = "bullet-r"
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/toxinbullet
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damage = 15
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@@ -146,7 +142,6 @@
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damage = 3
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stamina = 25
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embed = 0
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sharp = 0
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icon_state = "bullet-r"
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/obj/item/projectile/bullet/stunshot//taser slugs for shotguns, nothing special
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@@ -158,7 +153,6 @@
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jitter = 20
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range = 7
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embed = 0
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sharp = 0
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icon_state = "spark"
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color = "#FFFF00"
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@@ -210,7 +204,6 @@
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forcedodge = 1
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nodamage = 1
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embed = 0
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sharp = 0
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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hitsound = 'sound/items/bikehorn.ogg'
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icon = 'icons/obj/hydroponics/harvest.dmi'
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@@ -245,7 +238,6 @@
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icon_state = "cbbolt"
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damage = 6
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embed = 0
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sharp = 0
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var/piercing = 0
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/obj/item/projectile/bullet/dart/New()
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@@ -308,7 +300,6 @@
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damage = 0
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nodamage = 1
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/cap/fire()
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loc = null
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@@ -35,7 +35,6 @@
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart
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range = 10
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var/obj/item/weapon/pen/pen = null
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edge = 0
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embed = 0
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log_override = TRUE//it won't log even when there's a pen inside, but since the damage will be so low, I don't think there's any point in making it any more complex
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@@ -23,8 +23,6 @@
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icon_state= "bolter"
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damage = 50
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flag = "bullet"
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sharp = 1
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edge = 1
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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..()
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