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Gives Atmos-Traitors a new fireaxe.
Give Atmos-traitors a unique 10TC axe to buy. This axe starts with a single charge and can gain more charges over time by destroying windows and grilles. Each grille or window destroyed has a 4% chance of giving another charge to the axe. On a charged hit the axe will hit for 30 brute and 30 burn. It will otherwise function as a normal fireaxe if out of charges.  Sprites courtesy of Fullofskittles 🆑 IcyV add: Adds a unique axe for Atmos-traitors /🆑
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@@ -309,6 +309,14 @@ var/list/uplink_items = list()
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item = /obj/item/clothing/under/contortionist
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cost = 6
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job = list("Life Support Specialist")
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/datum/uplink_item/dangerous/energizedfireaxe
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name = "Energized Fire Axe"
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desc = "A fire axe with a massive electrical charge built into it. It can release this charge on its first victim and will be rather plain after that."
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reference = "EFA"
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item = /obj/item/weapon/twohanded/energizedfireaxe
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cost = 10
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job = list("Life Support Specialist")
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//Stimulants
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@@ -693,3 +693,55 @@
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Z.ex_act(2)
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charged = 3
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playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
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// Energized Fire axe
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/obj/item/weapon/twohanded/energizedfireaxe
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name = "energized fire axe"
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desc = "Someone with a love for fire axes decided to turn one into a single-charge energy weapon. Seems excessive."
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icon_state = "fireaxe0"
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force = 5
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throwforce = 15
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sharp = 1
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edge = 1
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w_class = 5
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armour_penetration = 20
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slot_flags = SLOT_BACK
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force_unwielded = 5
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force_wielded = 30
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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var/charged = 1
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/obj/item/weapon/twohanded/energizedfireaxe/update_icon()
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if(wielded)
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icon_state = "fireaxe2"
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else
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icon_state = "fireaxe0"
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/obj/item/weapon/twohanded/energizedfireaxe/afterattack(atom/A, mob/user, proximity)
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if(!proximity)
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return
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if(wielded)
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if(istype(A, /mob/living))
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var/mob/living/Z = A
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if(charged)
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charged--
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Z.take_organ_damage(0,30)
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user.visible_message("<span class='danger'>[user] slams the charged axe into [Z.name] with all their might!</span>")
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playsound(loc, 'sound/magic/lightningbolt.ogg', 5, 1)
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var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
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sparks.set_up(1, 1, src)
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sparks.start()
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if(A && wielded && (istype(A, /obj/structure/window) || istype(A, /obj/structure/grille)))
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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.destroy()
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if(prob(4))
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charged++
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user.visible_message("<span class='notice'>The axe starts to emit an electric buzz!</span>")
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else
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qdel(A)
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if(prob(4))
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charged++
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user.visible_message("<span class='notice'>The axe starts to emit an electric buzz!</span>")
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