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ESword Changes
- All weapons now have a 'no_embed' var. If this var is set to 1 (It is 0 by default) the item will bypass checks to embed into people during melee combat and when thrown. This is intended to be used for items such as the esword, where it is physically impossible for it to be embedded into someone, as opposed to something like the telebaton, where it's simply improbably that would get embedded into anyone. - All energy-based melee weapons have no_embed set to 1. - All energy-based melee weapons now have a more appropriate hitsound when active. See: blade1.ogg
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@@ -311,7 +311,7 @@ emp_act
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var/embed_threshold = weapon_sharp? 5*I.w_class : 15*I.w_class
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//Sharp objects will always embed if they do enough damage.
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if((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
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if(((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance))) && (I.no_embed == 0) )
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affecting.embed(I)
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return 1
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@@ -381,7 +381,7 @@ emp_act
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//Sharp objects will always embed if they do enough damage.
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//Thrown sharp objects have some momentum already and have a small chance to embed even if the damage is below the threshold
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if((sharp && prob(damage/(10*I.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
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if(((sharp && prob(damage/(10*I.w_class)*100)) || (damage > embed_threshold && prob(embed_chance))) && (I.no_embed == 0))
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affecting.embed(I)
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// Begin BS12 momentum-transfer code.
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