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arm augments
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@@ -200,26 +200,29 @@
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name = "energy blade"
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desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
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icon_state = "blade"
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force = 30
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sharp = 1
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edge = 1
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force = 30 //Normal attacks deal esword damage
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hitsound = 'sound/weapons/blade1.ogg'
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active = 1
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throwforce = 1//Throwing or dropping the item deletes it.
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throw_speed = 3
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throw_range = 1
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w_class = WEIGHT_CLASS_BULKY //So you can't hide it in your pocket or some such.
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armour_penetration = 50
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/datum/effect/system/spark_spread/spark_system
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sharp = 1
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edge = 1
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//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
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/obj/item/weapon/melee/energy/blade/New()
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..()
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spark_system = new /datum/effect/system/spark_spread()
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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/obj/item/weapon/melee/energy/blade/dropped()
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..()
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qdel(src)
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/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
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return
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/obj/item/weapon/melee/energy/blade/hardlight
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name = "hardlight blade"
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desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
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icon_state = "lightblade"
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item_state = "lightblade"
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