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* Decrease Gamer loot in space * Update depot_spawners.dm * Update code/game/objects/items/weapons/melee/energy_melee_weapons.dm Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> Signed-off-by: Сиротка <114731039+ErdGinalD@users.noreply.github.com> * Update depot_spawners.dm * Update code/game/objects/effects/spawners/depot_spawners.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Сиротка <114731039+ErdGinalD@users.noreply.github.com> * Update energy_melee_weapons.dm --------- Signed-off-by: Сиротка <114731039+ErdGinalD@users.noreply.github.com> Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
519 lines
20 KiB
Plaintext
519 lines
20 KiB
Plaintext
/* CONTENTS:
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* 1. GENERIC ENERGY BLADE
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* 2. ENERGY AXE
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* 3. ENERGY SWORD
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* 4. ENERGY SAW
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* 5. ENERGY CUTLASS
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* 6. HARDLIGHT BLADE
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* 7. CLEAVING SAW
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*/
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//////////////////////////////
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// MARK: GENERIC ENERGY BLADE
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//////////////////////////////
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/obj/item/melee/energy
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name = "generic energy blade"
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desc = "If you can see this and didn't spawn it in as an admin, make an issue report on GitHub."
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icon = 'icons/obj/weapons/energy_melee.dmi'
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/// Damage done when active. Does not stack with force_off.
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var/force_on = 30
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/// Damage done when thrown while active. Does not stack with throwforce_off.
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var/throwforce_on = 20
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/// Used to properly reset the force.
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var/force_off
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/// Used to properly reset the force.
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var/throwforce_off
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/// Bonus damage dealt to any mob belonging to specified factions.
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var/faction_bonus_force = 0
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/// Any mob with a faction that exists in this list will take bonus damage/effects.
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var/list/nemesis_factions
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// Most of these are antag weps so we dont want them to be /too/ overt...
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stealthy_audio = TRUE
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w_class = WEIGHT_CLASS_SMALL
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/// Size when active, used to stop you from pocketing it when active. That would be silly.
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var/w_class_on = WEIGHT_CLASS_BULKY
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/// Alternative appearance when active.
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var/icon_state_on
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/// What flavour of shanking you perform when the blade is active.
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
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usesound = 'sound/weapons/blade1.ogg'
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max_integrity = 200
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 30)
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resistance_flags = FIRE_PROOF
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toolspeed = 1
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light_power = 2
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var/brightness_on = 2
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var/colormap = list(red=LIGHT_COLOR_RED, blue=LIGHT_COLOR_LIGHTBLUE, green=LIGHT_COLOR_GREEN, purple=LIGHT_COLOR_PURPLE, rainbow=LIGHT_COLOR_WHITE)
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/// Used to mark the item as a cleaving saw so that cigarette_lighter_act() will perform an early return.
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var/is_a_cleaving_saw = FALSE
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/obj/item/melee/energy/Initialize(mapload)
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. = ..()
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force_off = initial(force) //We want to check this only when initializing, not when swapping, so sharpening works.
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throwforce_off = initial(throwforce)
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RegisterSignal(src, COMSIG_ITEM_SHARPEN_ACT, PROC_REF(try_sharpen))
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/obj/item/melee/energy/Destroy()
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UnregisterSignal(src, COMSIG_ITEM_SHARPEN_ACT)
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return ..()
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/obj/item/melee/energy/attack(mob/living/target, mob/living/user)
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if(cigarette_lighter_act(user, target))
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return
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var/nemesis_faction = FALSE
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if(LAZYLEN(nemesis_factions))
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for(var/F in target.faction)
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if(F in nemesis_factions)
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nemesis_faction = TRUE
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force += faction_bonus_force
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nemesis_effects(user, target)
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break
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. = ..()
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if(nemesis_faction)
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force -= faction_bonus_force
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/obj/item/melee/energy/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
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if(is_a_cleaving_saw)
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return FALSE
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var/obj/item/clothing/mask/cigarette/cig = ..()
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if(!cig)
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return !isnull(cig)
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if(!HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
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to_chat(user, "<span class='warning'>You must activate [src] before you can light [cig] with it!</span>")
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return TRUE
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if(target == user)
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user.visible_message(
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"<span class='warning'>[user] makes a violent slashing motion, barely missing [user.p_their()] nose as light flashes! \
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[user.p_they(TRUE)] light[user.p_s()] [user.p_their()] [cig] with [src] in the process.</span>",
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"<span class='notice'>You casually slash [src] at [cig], lighting it with the blade.</span>",
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"<span class='danger'>You hear an energy blade slashing something!</span>"
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)
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else
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user.visible_message(
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"<span class='danger'>[user] makes a violent slashing motion, barely missing the nose of [target] as light flashes! \
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[user.p_they(TRUE)] light[user.p_s()] [cig] in the mouth of [target] with [src] in the process.</span>",
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"<span class='notice'>You casually slash [src] at [cig] in the mouth of [target], lighting it with the blade.</span>",
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"<span class='danger'>You hear an energy blade slashing something!</span>"
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)
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user.do_attack_animation(target)
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playsound(user.loc, hitsound, 50, TRUE)
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cig.light(user, target)
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return TRUE
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/obj/item/melee/energy/suicide_act(mob/user)
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user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>", \
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"<span class='suicide'>[user] is falling on [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>"))
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return BRUTELOSS|FIRELOSS
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/obj/item/melee/energy/attack_self(mob/living/carbon/user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
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user.take_organ_damage(5,5)
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if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
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REMOVE_TRAIT(src, TRAIT_ITEM_ACTIVE, TRAIT_GENERIC)
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force = force_off
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throwforce = throwforce_off
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hitsound = initial(hitsound)
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throw_speed = initial(throw_speed)
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if(length(attack_verb_on))
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attack_verb = list()
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icon_state = initial(icon_state)
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w_class = initial(w_class)
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playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
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set_light(0)
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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else
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ADD_TRAIT(src, TRAIT_ITEM_ACTIVE, TRAIT_GENERIC)
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force = force_on
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throwforce = throwforce_on
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hitsound = 'sound/weapons/blade1.ogg'
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throw_speed = 4
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if(length(attack_verb_on))
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attack_verb = attack_verb_on
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if(icon_state_on)
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icon_state = icon_state_on
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set_light(brightness_on, l_color = item_color ? colormap[item_color] : null)
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else
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icon_state = "sword[item_color]"
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set_light(brightness_on, l_color=colormap[item_color])
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w_class = w_class_on
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playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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return
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/obj/item/melee/energy/get_heat()
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if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
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return 3500
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return 0
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/obj/item/melee/energy/proc/try_sharpen(obj/item/item, amount, max_amount)
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SIGNAL_HANDLER // COMSIG_ITEM_SHARPEN_ACT
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if(force_on > initial(force_on) || force_on >= max_amount)
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return COMPONENT_BLOCK_SHARPEN_MAXED
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throwforce_on = clamp(throwforce_on + amount, 0, max_amount)
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throwforce_off = clamp(throwforce_off + amount, 0, max_amount)
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force_on = clamp(force_on + amount, 0, max_amount)
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force_off = clamp(force_off + amount, 0, max_amount)
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//////////////////////////////
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// MARK: AXE
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//////////////////////////////
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/obj/item/melee/energy/axe
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name = "energy axe"
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desc = "An energised battle axe."
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icon_state = "axe0"
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icon_state_on = "axe1"
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force = 40
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force_on = 150
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throwforce = 25
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throwforce_on = 30
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL
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w_class_on = WEIGHT_CLASS_HUGE
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hitsound = 'sound/weapons/bladeslice.ogg'
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flags = CONDUCT
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armour_penetration_percentage = 100
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origin_tech = "combat=4;magnets=3"
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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attack_verb_on = list()
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sharp = TRUE
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light_color = LIGHT_COLOR_WHITE
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/obj/item/melee/energy/axe/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return BRUTELOSS|FIRELOSS
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//////////////////////////////
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// MARK: SWORD
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//////////////////////////////
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// Base variant.
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/obj/item/melee/energy/sword
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name = "energy sword"
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desc = "May the force be within you."
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icon_state = "sword0"
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force = 3
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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hitsound = "swing_hit"
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embed_chance = 75
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embedded_impact_pain_multiplier = 10
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armour_penetration_percentage = 50
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armour_penetration_flat = 10
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origin_tech = "combat=3;magnets=4;syndicate=4"
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sharp = TRUE
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var/hacked = FALSE
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/obj/item/melee/energy/sword/New()
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..()
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if(item_color == null)
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item_color = pick("red", "blue", "green", "purple")
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES, _requires_activation = TRUE)
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/obj/item/melee/energy/sword/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Can parry melee attacks and sometimes blocks ranged energy attacks. Use in hand to turn off and on.</span>"
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/obj/item/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
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return ..()
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return FALSE
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// Borg variant.
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/obj/item/melee/energy/sword/cyborg
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var/hitcost = 50
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/obj/item/melee/energy/sword/cyborg/attack(mob/M, mob/living/silicon/robot/R)
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if(R.cell)
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var/obj/item/stock_parts/cell/C = R.cell
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if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE) && !(C.use(hitcost)))
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attack_self(R)
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to_chat(R, "<span class='notice'>It's out of charge!</span>")
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return
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..()
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return
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/obj/item/melee/energy/sword/cyborg/saw/New()
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..()
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item_color = null
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/obj/item/melee/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return FALSE
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// Syndicate energy sword.
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/obj/item/melee/energy/sword/saber
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/obj/item/melee/energy/sword/saber/blue
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item_color = "blue"
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/obj/item/melee/energy/sword/saber/purple
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item_color = "purple"
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/obj/item/melee/energy/sword/saber/green
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item_color = "green"
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/obj/item/melee/energy/sword/saber/red
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item_color = "red"
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/obj/item/melee/energy/sword/saber/attackby(obj/item/W, mob/living/user, params)
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..()
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if(istype(W, /obj/item/melee/energy/sword/saber))
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if(W == src)
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to_chat(user, "<span class='notice'>You try to attach the end of the energy sword to... itself. You're not very smart, are you?</span>")
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if(ishuman(user))
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user.adjustBrainLoss(10)
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else
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to_chat(user, "<span class='notice'>You attach the ends of the two energy swords, making a single double-bladed weapon! You're cool.</span>")
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var/obj/item/dualsaber/newSaber = new /obj/item/dualsaber(user.loc)
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if(src.hacked) // That's right, we'll only check the "original" esword.
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newSaber.hacked = TRUE
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newSaber.item_color = "rainbow"
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user.unEquip(W)
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user.unEquip(src)
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qdel(W)
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qdel(src)
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user.put_in_hands(newSaber)
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else if(istype(W, /obj/item/multitool))
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if(!hacked)
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hacked = TRUE
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item_color = "rainbow"
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to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
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if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
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icon_state = "swordrainbow"
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// Updating overlays, copied from welder code.
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// I tried calling attack_self twice, which looked cool, except it somehow didn't update the overlays!!
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if(user.r_hand == src)
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user.update_inv_r_hand()
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else if(user.l_hand == src)
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user.update_inv_l_hand()
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else
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to_chat(user, "<span class='warning'>It's already fabulous!</span>")
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/obj/item/melee/energy/sword/saber/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
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return FALSE
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. = ..()
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if(!.) // they did not block the attack
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return
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if(isprojectile(hitby))
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var/obj/item/projectile/P = hitby
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if(P.reflectability == REFLECTABILITY_ENERGY)
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owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
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add_attack_logs(P.firer, src, "hit by [P.type] but got parried by [src]")
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return -1
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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playsound(src, 'sound/weapons/effects/ric3.ogg', 100, TRUE)
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return TRUE
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return TRUE
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//////////////////////////////
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// MARK: SAW
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//////////////////////////////
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/// Used by medical Syndicate cyborgs
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/obj/item/melee/energy/sword/cyborg/saw
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name = "energy saw"
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desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
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force_on = 30
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force = 18 //About as much as a spear
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sharp = TRUE
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hitsound = 'sound/weapons/circsawhit.ogg'
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icon = 'icons/obj/surgery.dmi'
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icon_state = "esaw_0"
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icon_state_on = "esaw_1"
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hitcost = 75 //Costs more than a standard cyborg esword
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item_color = null
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w_class = WEIGHT_CLASS_NORMAL
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light_color = LIGHT_COLOR_WHITE
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tool_behaviour = TOOL_SAW
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//////////////////////////////
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// MARK: CUTLASS
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//////////////////////////////
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/obj/item/melee/energy/sword/pirate
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name = "energy cutlass"
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desc = "A crude copy of syndicate technology. Favored among space pirates for its small form factor while inactive. Arrrr, matey!"
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force_on = 20
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throwforce_on = 10 // No PvP shenanigans, this is main weapon in PvE explorer gameplay and can be obtained very easy
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embed_chance = 45
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embedded_impact_pain_multiplier = 4
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armour_penetration_percentage = 0
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armour_penetration_flat = 0
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icon_state = "cutlass0"
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icon_state_on = "cutlass1"
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light_color = LIGHT_COLOR_RED
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origin_tech = "combat=3;magnets=4"
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//////////////////////////////
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// MARK: HARDLIGHT BLADE
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//////////////////////////////
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/obj/item/melee/energy/blade
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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 //Normal attacks deal esword damage
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hitsound = 'sound/weapons/blade1.ogg'
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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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sharp = TRUE
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/obj/item/melee/energy/blade/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_ITEM_ACTIVE, ROUNDSTART_TRAIT)
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/obj/item/melee/energy/blade/attack_self(mob/user)
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return
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/obj/item/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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/obj/item/melee/energy/proc/nemesis_effects(mob/living/user, mob/living/target)
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return
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//////////////////////////////
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// MARK: CLEAVING SAW
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//////////////////////////////
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/obj/item/melee/energy/cleaving_saw
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name = "cleaving saw"
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desc = "This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force."
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force = 12
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force_on = 20 //force when active
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throwforce = 20
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throwforce_on = 20
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icon = 'icons/obj/lavaland/artefacts.dmi'
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lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
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inhand_x_dimension = 64
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inhand_y_dimension = 64
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icon_state = "cleaving_saw"
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icon_state_on = "cleaving_saw_open"
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slot_flags = SLOT_FLAG_BELT
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is_a_cleaving_saw = TRUE
|
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var/attack_verb_off = list("attacked", "sawed", "sliced", "torn", "ripped", "diced", "cut")
|
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attack_verb_on = list("cleaved", "swiped", "slashed", "chopped")
|
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hitsound = 'sound/weapons/bladeslice.ogg'
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w_class = WEIGHT_CLASS_BULKY
|
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sharp = TRUE
|
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faction_bonus_force = 30
|
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nemesis_factions = list("mining", "boss")
|
|
var/transform_cooldown
|
|
var/swiping = FALSE
|
|
|
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/obj/item/melee/energy/cleaving_saw/nemesis_effects(mob/living/user, mob/living/target)
|
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if(istype(target, /mob/living/simple_animal/hostile/asteroid/elite)) // you get the bonus damage, but the bleed buildup is too much.
|
|
return
|
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var/datum/status_effect/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
|
|
if(!B)
|
|
if(!HAS_TRAIT(src, TRAIT_ITEM_ACTIVE)) //This isn't in the above if-check so that the else doesn't care about active
|
|
target.apply_status_effect(STATUS_EFFECT_SAWBLEED)
|
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else
|
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B.add_bleed(B.bleed_buildup)
|
|
|
|
/obj/item/melee/energy/cleaving_saw/attack_self(mob/living/carbon/user)
|
|
transform_weapon(user)
|
|
|
|
/obj/item/melee/energy/cleaving_saw/proc/transform_weapon(mob/living/user, supress_message_text)
|
|
if(transform_cooldown > world.time)
|
|
return FALSE
|
|
|
|
transform_cooldown = world.time + (CLICK_CD_MELEE * 0.5)
|
|
user.changeNext_move(CLICK_CD_MELEE * 0.25)
|
|
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
if(HAS_TRAIT(H, TRAIT_CLUMSY) && prob(50))
|
|
to_chat(H, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
|
|
H.take_organ_damage(10,10)
|
|
if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
|
|
REMOVE_TRAIT(src, TRAIT_ITEM_ACTIVE, TRAIT_GENERIC)
|
|
force = force_off
|
|
throwforce = throwforce_off
|
|
hitsound = initial(hitsound)
|
|
throw_speed = initial(throw_speed)
|
|
if(length(attack_verb_on))
|
|
attack_verb = list()
|
|
icon_state = initial(icon_state)
|
|
w_class = initial(w_class)
|
|
playsound(user, 'sound/magic/fellowship_armory.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
|
set_light(0)
|
|
to_chat(user, "<span class='notice'>You close [src]. It will now attack rapidly and cause fauna to bleed.</span>")
|
|
else
|
|
ADD_TRAIT(src, TRAIT_ITEM_ACTIVE, TRAIT_GENERIC)
|
|
force = force_on
|
|
throwforce = throwforce_on
|
|
hitsound = 'sound/weapons/bladeslice.ogg'
|
|
throw_speed = 4
|
|
if(length(attack_verb_on))
|
|
attack_verb = attack_verb_on
|
|
if(icon_state_on)
|
|
icon_state = icon_state_on
|
|
set_light(brightness_on, l_color = item_color ? colormap[item_color] : null)
|
|
else
|
|
icon_state = "sword[item_color]"
|
|
set_light(brightness_on, l_color=colormap[item_color])
|
|
w_class = w_class_on
|
|
playsound(user, 'sound/magic/fellowship_armory.ogg', 35, TRUE, frequency = 90000 - (HAS_TRAIT(src, TRAIT_ITEM_ACTIVE) * 30000))
|
|
to_chat(user, "<span class='notice'>You open [src]. It will now cleave enemies in a wide arc and deal additional damage to fauna.</span>")
|
|
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
H.update_inv_l_hand()
|
|
H.update_inv_r_hand()
|
|
|
|
add_fingerprint(user)
|
|
|
|
/obj/item/melee/energy/cleaving_saw/examine(mob/user)
|
|
. = ..()
|
|
. += "<span class='notice'>It is [HAS_TRAIT(src, TRAIT_ITEM_ACTIVE) ? "open, will cleave enemies in a wide arc and deal additional damage to fauna":"closed, and can be used for rapid consecutive attacks that cause fauna to bleed"].<br>\
|
|
Both modes will build up existing bleed effects, doing a burst of high damage if the bleed is built up high enough.<br>\
|
|
Transforming it immediately after an attack causes the next attack to come out faster.</span>"
|
|
|
|
/obj/item/melee/energy/cleaving_saw/suicide_act(mob/user)
|
|
user.visible_message("<span class='suicide'>[user] is [HAS_TRAIT(src, TRAIT_ITEM_ACTIVE) ? "closing [src] on [user.p_their()] neck" : "opening [src] into [user.p_their()] chest"]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
|
transform_cooldown = 0
|
|
transform_weapon(user, TRUE)
|
|
return BRUTELOSS
|
|
|
|
/obj/item/melee/energy/cleaving_saw/melee_attack_chain(mob/user, atom/target, params)
|
|
..()
|
|
if(!HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
|
|
user.changeNext_move(CLICK_CD_MELEE * 0.5) //when closed, it attacks very rapidly
|
|
|
|
/obj/item/melee/energy/cleaving_saw/attack(mob/living/target, mob/living/carbon/human/user)
|
|
if(!HAS_TRAIT(src, TRAIT_ITEM_ACTIVE) || swiping || !target.density || get_turf(target) == get_turf(user))
|
|
if(!HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
|
|
faction_bonus_force = 0
|
|
..()
|
|
if(!HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
|
|
faction_bonus_force = initial(faction_bonus_force)
|
|
else
|
|
var/turf/user_turf = get_turf(user)
|
|
var/dir_to_target = get_dir(user_turf, get_turf(target))
|
|
swiping = TRUE
|
|
var/static/list/cleaving_saw_cleave_angles = list(0, -45, 45) //so that the animation animates towards the target clicked and not towards a side target
|
|
for(var/i in cleaving_saw_cleave_angles)
|
|
var/turf/T = get_step(user_turf, turn(dir_to_target, i))
|
|
for(var/mob/living/L in T)
|
|
if(user.Adjacent(L) && L.density)
|
|
melee_attack_chain(user, L)
|
|
swiping = FALSE
|