mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-27 22:18:27 +01:00
Makes items used to slice food have the edge flag set, cleans up energy weapons, and adjusts slicable w_class.
This commit is contained in:
@@ -114,8 +114,10 @@
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name = "plastic knife"
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desc = "The bluntest of blades."
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icon_state = "pknife"
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force = 10.0
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throwforce = 10.0
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force = 1
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throwforce = 1
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sharp = 0
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edge = 1 //for cutting pizzas
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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@@ -1,53 +1,158 @@
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/obj/item/weapon/melee/energy
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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_w_class
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sharp = 0
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edge = 0
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flags = FPRINT | TABLEPASS | NOBLOODY
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suicide_act(mob/user)
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/obj/item/weapon/melee/energy/proc/activate()
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active = 1
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force = active_force
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throwforce = active_throwforce
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sharp = 1
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edge = 1
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w_class = active_w_class
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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/obj/item/weapon/melee/energy/proc/deactivate()
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active = 0
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force = initial(force)
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throwforce = initial(throwforce)
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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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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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/obj/item/weapon/melee/energy/attack_self(mob/living/user as mob)
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if (active)
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if ((CLUMSY in user.mutations) && prob(50))
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user.visible_message("\red [user] accidentally cuts \himself with \the [src].", "\red You accidentally cut yourself with \the [src].")
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user.take_organ_damage(5,5)
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deactivate()
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else
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activate()
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if(istype(user,/mob/living/carbon/human))
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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/weapon/melee/energy/suicide_act(mob/user)
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if (active)
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viewers(user) << pick("\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>", \
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"\red <b>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</b>")
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return (BRUTELOSS|FIRELOSS)
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/*
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* Energy Axe
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*/
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/obj/item/weapon/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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force = 40.0
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throwforce = 25.0
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//active_force = 150 //holy...
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active_force = 60
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active_throwforce = 35
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active_w_class = 5
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//force = 40
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//throwforce = 25
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force = 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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w_class = 3.0
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w_class = 3
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flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS | NOBLOODY
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origin_tech = "combat=3"
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origin_tech = "magnets=3;combat=4"
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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sharp = 1
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edge = 1
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suicide_act(mob/user)
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viewers(user) << "\red <b>[user] swings the [src.name] towards /his head! It looks like \he's trying to commit suicide.</b>"
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return (BRUTELOSS|FIRELOSS)
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/obj/item/weapon/melee/energy/axe/activate()
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..()
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icon_state = "axe1"
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user << "\blue \The [src] is now energised."
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/obj/item/weapon/melee/energy/axe/deactivate()
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..()
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icon_state = initial(icon_state)
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user << "\blue \The [src] is de-energised. It's just a regular axe now."
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/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
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viewers(user) << "\red <b>[user] swings the [src.name] towards /his head! It looks like \he's trying to commit suicide.</b>"
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return (BRUTELOSS|FIRELOSS)
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/*
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* Energy Sword
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*/
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/obj/item/weapon/melee/energy/sword
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color
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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 = 3.0
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throwforce = 5.0
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active_force = 30
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active_throwforce = 20
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active_w_class = 4
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force = 3
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throwforce = 5
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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w_class = 2
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flags = FPRINT | TABLEPASS | NOSHIELD | NOBLOODY
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origin_tech = "magnets=3;syndicate=4"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharp = 1
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edge = 1
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var/attack_verb_active = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/obj/item/weapon/melee/energy/sword/New()
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item_color = pick("red","blue","green","purple")
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/obj/item/weapon/melee/energy/sword/green/New()
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item_color = "green"
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/obj/item/weapon/melee/energy/sword/red/New()
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item_color = "red"
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/obj/item/weapon/melee/energy/sword/blue/New()
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item_color = "blue"
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/obj/item/weapon/melee/energy/sword/purple/New()
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item_color = "purple"
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/obj/item/weapon/melee/energy/sword/activate()
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..()
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attack_verb = attack_verb_active
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icon_state = "sword[item_color]"
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user << "\blue \The [src] is now energised."
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/obj/item/weapon/melee/energy/sword/deactivate()
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..()
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attack_verb = initial(attack_verb)
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icon_state = initial(icon_state)
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user << "\blue It can now be concealed."
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/obj/item/weapon/melee/energy/sword/IsShield()
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if(active)
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return 1
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return 0
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/obj/item/weapon/melee/energy/sword/pirate
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name = "energy cutlass"
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desc = "Arrrr matey."
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icon_state = "cutlass0"
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/obj/item/weapon/melee/energy/blade
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/obj/item/weapon/melee/energy/sword/pirate/activate()
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..()
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icon_state = "cutlass1"
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/*
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*Energy Blade
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*/
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//Can't be activated or deactivated, so not actually a subtype of energy
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/obj/item/weapon/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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@@ -60,4 +165,15 @@
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w_class = 4.0//So you can't hide it in your pocket or some such.
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flags = FPRINT | TABLEPASS | NOSHIELD | NOBLOODY
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/datum/effect/effect/system/spark_spread/spark_system
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var/datum/effect/effect/system/spark_spread/spark_system
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/obj/item/weapon/melee/energy_blade/New()
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spark_system = new /datum/effect/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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del(src)
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/obj/item/weapon/melee/energy_blade/proc/throw()
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del(src)
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@@ -30,6 +30,10 @@
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else
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..()
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/*
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* Energy Shield
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*/
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/obj/item/weapon/shield/energy
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name = "energy combat shield"
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desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
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@@ -45,6 +49,39 @@
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attack_verb = list("shoved", "bashed")
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var/active = 0
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/obj/item/weapon/shield/energy/IsShield()
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if(active)
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return 1
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else
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return 0
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/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You beat yourself in the head with [src]."
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user.take_organ_damage(5)
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active = !active
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if (active)
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force = 10
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icon_state = "eshield[active]"
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue [src] is now active."
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else
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force = 3
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icon_state = "eshield[active]"
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w_class = 1
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "\blue [src] can now be concealed."
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if(istype(user,/mob/living/carbon/human))
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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/weapon/cloaking_device
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name = "cloaking device"
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desc = "Use this to become invisible to the human eyesocket."
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@@ -3,9 +3,6 @@
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* Banhammer
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* Sword
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* Classic Baton
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* Energy Blade
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* Energy Axe
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* Energy Shield
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*/
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/*
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@@ -15,50 +12,6 @@
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M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
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user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
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/*
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* Sword
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*/
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/obj/item/weapon/melee/energy/sword/IsShield()
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if(active)
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return 1
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return 0
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/obj/item/weapon/melee/energy/sword/New()
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item_color = pick("red","blue","green","purple")
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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with [src]."
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user.take_organ_damage(5,5)
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active = !active
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if (active)
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force = 30
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if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
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icon_state = "cutlass1"
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else
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icon_state = "sword[item_color]"
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue [src] is now active."
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else
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force = 3
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if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
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icon_state = "cutlass0"
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else
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icon_state = "sword0"
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w_class = 2
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "\blue [src] can now be concealed."
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if(istype(user,/mob/living/carbon/human))
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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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/*
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* Classic Baton
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*/
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@@ -182,86 +135,3 @@
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else
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return ..()
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/*
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*Energy Blade
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*/
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//Most of the other special functions are handled in their own files.
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/obj/item/weapon/melee/energy/sword/green
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New()
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item_color = "green"
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/obj/item/weapon/melee/energy/sword/red
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New()
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item_color = "red"
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/obj/item/weapon/melee/energy/blade/New()
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spark_system = new /datum/effect/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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return
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/obj/item/weapon/melee/energy/blade/dropped()
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del(src)
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return
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/obj/item/weapon/melee/energy/blade/proc/throw()
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del(src)
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return
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/*
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* Energy Axe
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*/
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/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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user << "\blue The axe is now energised."
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src.force = 150
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src.icon_state = "axe1"
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src.w_class = 5
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else
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user << "\blue The axe can now be concealed."
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src.force = 40
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src.icon_state = "axe0"
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src.w_class = 5
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src.add_fingerprint(user)
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return
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/*
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* Energy Shield
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*/
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/obj/item/weapon/shield/energy/IsShield()
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if(active)
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return 1
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else
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return 0
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/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You beat yourself in the head with [src]."
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user.take_organ_damage(5)
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active = !active
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if (active)
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force = 10
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icon_state = "eshield[active]"
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue [src] is now active."
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else
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force = 3
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icon_state = "eshield[active]"
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w_class = 1
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "\blue [src] can now be concealed."
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if(istype(user,/mob/living/carbon/human))
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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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@@ -18,14 +18,13 @@
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*/
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/obj/item/weapon/twohanded
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var/wielded = 0
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var/force_unwielded = 0
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var/force_wielded = 0
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var/wieldsound = null
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var/unwieldsound = null
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/obj/item/weapon/twohanded/proc/unwield()
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wielded = 0
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force = force_unwielded
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force = initial(force)
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name = "[initial(name)]"
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update_icon()
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@@ -108,12 +107,11 @@
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icon_state = "fireaxe0"
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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force = 5
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force = 10
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sharp = 1
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edge = 1
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w_class = 4.0
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slot_flags = SLOT_BACK
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force_unwielded = 10
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force_wielded = 40
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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@@ -149,7 +147,6 @@
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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force_unwielded = 3
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force_wielded = 30
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wieldsound = 'sound/weapons/saberon.ogg'
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unwieldsound = 'sound/weapons/saberoff.ogg'
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@@ -189,11 +186,10 @@
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force = 14
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w_class = 4.0
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slot_flags = SLOT_BACK
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force_unwielded = 14
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force_wielded = 22 // Was 13, Buffed - RR
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throwforce = 20
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throw_speed = 3
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edge = 1
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edge = 0
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sharp = 1
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flags = NOSHIELD
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hitsound = 'sound/weapons/bladeslice.ogg'
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@@ -159,6 +159,8 @@
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||||
matter = list("metal" = 50)
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origin_tech = "materials=1;engineering=1"
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attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
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sharp = 0
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||||
edge = 1
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||||
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/obj/item/weapon/shovel/spade
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name = "spade"
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||||
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@@ -71,7 +71,7 @@
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||||
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||||
name = lowertext("[fullname] sandwich")
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if(length(name) > 80) name = "[pick(list("absurd","colossal","enormous","ridiculous"))] sandwich"
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w_class = n_ceil(Clamp((ingredients.len/2),1,3))
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||||
w_class = n_ceil(Clamp((ingredients.len/2),2,4))
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||||
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/obj/item/weapon/reagent_containers/food/snacks/csandwich/Del()
|
||||
for(var/obj/item/O in ingredients)
|
||||
@@ -98,4 +98,4 @@
|
||||
if(H && shard && M == user) //This needs a check for feeding the food to other people, but that could be abusable.
|
||||
H << "\red You lacerate your mouth on a [shard.name] in the sandwich!"
|
||||
H.adjustBruteLoss(5) //TODO: Target head if human.
|
||||
..()
|
||||
..()
|
||||
|
||||
@@ -2154,6 +2154,9 @@
|
||||
|
||||
// sliceable is just an organization type path, it doesn't have any additional code or variables tied to it.
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable
|
||||
w_class = 3 //Whole pizzas and cakes shouldn't fit in a pocket, you can slice them if you want to do that.
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/meatbread
|
||||
name = "meatbread loaf"
|
||||
desc = "The culinary base of every self-respecting eloquen/tg/entleman."
|
||||
|
||||
Reference in New Issue
Block a user