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Merge pull request #14662 from KillianKirilenko/kk-wepdesc
Weapon Info on Examine
This commit is contained in:
@@ -25,6 +25,7 @@
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var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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var/force = 0
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var/can_cleave = FALSE // If true, a 'cleaving' attack will occur.
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var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
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var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
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@@ -145,7 +145,6 @@
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base_icon = "spearglass"
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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description_info = "This weapon can strike from two tiles away, and over certain objects such as tables, or other people."
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force = 10
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w_class = ITEMSIZE_LARGE
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slot_flags = SLOT_BACK
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@@ -2,11 +2,12 @@
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var/active = 0
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var/active_force
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var/active_throwforce
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var/active_armourpen
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var/active_w_class
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var/active_embed_chance = 0 //In the off chance one of these is supposed to embed, you can just tweak this var
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sharp = FALSE
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edge = FALSE
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armor_penetration = 50
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armor_penetration = 0
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flags = NOCONDUCT | NOBLOODY
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var/lrange = 2
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var/lpower = 2
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@@ -54,6 +55,7 @@
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embed_chance = active_embed_chance
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force = active_force
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throwforce = active_throwforce
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armor_penetration = active_armourpen
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sharp = TRUE
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edge = TRUE
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w_class = active_w_class
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@@ -70,6 +72,7 @@
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embed_chance = initial(embed_chance)
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force = initial(force)
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throwforce = initial(throwforce)
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armor_penetration = initial(armor_penetration)
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sharp = initial(sharp)
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edge = initial(edge)
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w_class = initial(w_class)
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@@ -192,7 +195,8 @@
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/obj/item/weapon/melee/energy/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Alt-click to recolor it.</span>"
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if(colorable)
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. += "<span class='notice'>Alt-click to recolor it.</span>"
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/*
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* Energy Axe
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@@ -206,11 +210,13 @@
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lcolor = null
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//active_force = 150 //holy...
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active_force = 60
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active_armourpen = 65
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active_throwforce = 35
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active_w_class = ITEMSIZE_HUGE
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//force = 40
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//throwforce = 25
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force = 20
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armor_penetration = 20
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throwforce = 10
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throw_speed = 1
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throw_range = 5
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@@ -236,6 +242,7 @@
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desc = "An energised axe."
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active_force = 35
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active_throwforce = 20
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active_armourpen = 30
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force = 15
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use_cell = TRUE
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@@ -255,6 +262,7 @@
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icon_state = "esword"
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item_state = "esword"
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active_force = 30
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active_armourpen = 50
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active_throwforce = 20
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active_w_class = ITEMSIZE_LARGE
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force = 3
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@@ -264,8 +272,6 @@
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w_class = ITEMSIZE_SMALL
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flags = NOBLOODY
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origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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sharp = TRUE
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edge = TRUE
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colorable = TRUE
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = 'sound/items/pickup/sword.ogg'
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@@ -344,6 +350,7 @@
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icon_state = "ionrapier"
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item_state = "ionrapier"
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active_force = 5
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active_armourpen = 80
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active_throwforce = 3
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active_embed_chance = 0
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sharp = TRUE
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@@ -383,7 +390,7 @@
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name = "zero-point lance"
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desc = "Designed specifically for disrupting electronics at relatively close range, however it is still capable of dealing some damage to living beings."
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active_force = 20
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armor_penetration = 15
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active_armourpen = 15
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reach = 2
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/*
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@@ -395,7 +402,7 @@
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desc = "A small, handheld device which emits a high-energy 'blade'."
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origin_tech = list(TECH_COMBAT = 5, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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active_force = 25
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armor_penetration = 25
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active_armourpen = 25
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projectile_parry_chance = 40
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colorable = TRUE
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@@ -501,7 +508,7 @@
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name = "energy spear"
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desc = "Concentrated energy forming a sharp tip at the end of a long rod."
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icon_state = "espear"
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armor_penetration = 75
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armor_penetration = 0
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sharp = TRUE
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edge = TRUE
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force = 5
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@@ -511,6 +518,7 @@
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reach = 2
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w_class = ITEMSIZE_LARGE
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active_force = 25
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active_armourpen = 75
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active_throwforce = 30
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active_w_class = ITEMSIZE_HUGE
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colorable = TRUE
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@@ -2,7 +2,6 @@
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name = "weapon"
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icon = 'icons/obj/weapons.dmi'
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hitsound = "swing_hit"
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var/can_cleave = FALSE // If true, a 'cleaving' attack will occur.
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var/cleaving = FALSE // Used to avoid infinite cleaving.
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/obj/item/weapon/Bump(mob/M as mob)
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