/obj/item/weapon/melee/energy var/active = 0 no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave /obj/item/weapon/melee/energy/suicide_act(mob/user) viewers(user) << pick("[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.", \ "[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.") return (BRUTELOSS|FIRELOSS) /obj/item/weapon/melee/energy/axe name = "energy axe" desc = "An energised battle axe." icon_state = "axe0" force = 40.0 throwforce = 25.0 throw_speed = 1 throw_range = 5 w_class = 3.0 hitsound = "swing_hit" flags = CONDUCT | NOSHIELD origin_tech = "combat=3" attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") sharp = 1 edge = 1 /obj/item/weapon/melee/energy/axe/suicide_act(mob/user) viewers(user) << "[user] swings the [src.name] towards /his head! It looks like \he's trying to commit suicide." return (BRUTELOSS|FIRELOSS) /obj/item/weapon/melee/energy/sword var/hacked = 0 var/blade_color color name = "energy sword" desc = "May the force be within you." icon_state = "sword0" icon_override = 'icons/mob/in-hand/swords.dmi' force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 hitsound = "swing_hit" flags = NOSHIELD origin_tech = "magnets=3;syndicate=4" attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharp = 1 edge = 1 /obj/item/weapon/melee/energy/sword/cyborg var/hitcost = 250 /obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R) if(R.cell) var/obj/item/weapon/stock_parts/cell/C = R.cell if(active && !(C.use(hitcost))) attack_self() R << "It's out of charge!" return //C.use(hitcost) ..() return /obj/item/weapon/melee/energy/sword/pirate name = "energy cutlass" desc = "Arrrr matey." icon_state = "cutlass0" /obj/item/weapon/melee/energy/blade name = "energy blade" desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal." icon_state = "blade" force = 30.0 //Normal attacks deal esword damage sharp = 1 edge = 1 throwforce = 1//Throwing or dropping the item deletes it. throw_speed = 1 throw_range = 1 w_class = 4.0//So you can't hide it in your pocket or some such. flags = NOSHIELD attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") var/datum/effect/effect/system/spark_spread/spark_system