Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit611
This commit is contained in:
@@ -5,12 +5,15 @@
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
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resistance_flags = FIRE_PROOF
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var/brightness_on = 3
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var/sword_color
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total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
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/obj/item/melee/transforming/energy/Initialize()
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. = ..()
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total_mass_on = (total_mass_on ? total_mass_on : (w_class_on * 0.75))
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if(active)
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if(sword_color)
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icon_state = "sword[sword_color]"
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set_light(brightness_on)
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START_PROCESSING(SSobj, src)
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@@ -37,8 +40,8 @@
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. = ..()
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if(.)
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if(active)
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if(item_color)
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icon_state = "sword[item_color]"
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if(sword_color)
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icon_state = "sword[sword_color]"
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START_PROCESSING(SSobj, src)
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set_light(brightness_on)
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else
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@@ -103,23 +106,32 @@
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embedding = list("embed_chance" = 75, "embedded_impact_pain_multiplier" = 10)
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armour_penetration = 35
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block_chance = 50
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var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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/obj/item/melee/transforming/energy/sword/Initialize(mapload)
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. = ..()
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set_sword_color()
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/obj/item/melee/transforming/energy/sword/proc/set_sword_color()
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if(LAZYLEN(possible_colors))
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light_color = possible_colors[pick(possible_colors)]
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/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
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. = ..()
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if(active)
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if(. && item_color)
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icon_state = "sword[item_color]"
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AddElement(/datum/element/sword_point)
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else
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RemoveElement(/datum/element/sword_point)
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/obj/item/melee/transforming/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(active)
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return ..()
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return 0
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/obj/item/melee/transforming/energy/sword/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return NONE
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return ..()
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/obj/item/melee/transforming/energy/sword/cyborg
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item_color = "red"
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sword_color = "red"
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light_color = "#ff0000"
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possible_colors = null
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var/hitcost = 50
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/obj/item/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
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@@ -140,7 +152,7 @@
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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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item_color = null //stops icon from breaking when turned on.
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sword_color = null //stops icon from breaking when turned on.
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hitcost = 75 //Costs more than a standard cyborg esword
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w_class = WEIGHT_CLASS_NORMAL
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sharpness = IS_SHARP
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@@ -148,19 +160,17 @@
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tool_behaviour = TOOL_SAW
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toolspeed = 0.7
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/obj/item/melee/transforming/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 0
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/obj/item/melee/transforming/energy/sword/cyborg/saw/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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return NONE
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/obj/item/melee/transforming/energy/sword/saber
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var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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var/hacked = FALSE
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/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
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. = ..()
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/obj/item/melee/transforming/energy/sword/saber/set_sword_color()
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if(LAZYLEN(possible_colors))
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var/set_color = pick(possible_colors)
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item_color = set_color
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light_color = possible_colors[set_color]
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sword_color = pick(possible_colors)
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light_color = possible_colors[sword_color]
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/obj/item/melee/transforming/energy/sword/saber/process()
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. = ..()
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@@ -185,7 +195,7 @@
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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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sword_color = "rainbow"
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to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
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if(active)
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@@ -204,6 +214,7 @@
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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icon_state_on = "cutlass1"
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light_color = "#ff0000"
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possible_colors = null
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/obj/item/melee/transforming/energy/blade
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name = "energy blade"
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@@ -271,32 +282,8 @@
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return TRUE
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/obj/item/melee/transforming/energy/sword/cx/transform_weapon(mob/living/user, supress_message_text)
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active = !active //I'd use a ..() here but it'd inherit from the regular esword's proc instead, so SPAGHETTI CODE
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if(active) //also I'd need to rip out the iconstate changing bits
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force = force_on
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throwforce = throwforce_on
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hitsound = hitsound_on
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throw_speed = 4
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if(attack_verb_on.len)
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attack_verb = attack_verb_on
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w_class = w_class_on
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START_PROCESSING(SSobj, src)
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set_light(brightness_on)
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update_icon()
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else
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force = initial(force)
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throwforce = initial(throwforce)
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hitsound = initial(hitsound)
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throw_speed = initial(throw_speed)
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if(attack_verb_off.len)
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attack_verb = attack_verb_off
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w_class = initial(w_class)
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STOP_PROCESSING(SSobj, src)
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set_light(0)
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update_icon()
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transform_messages(user, supress_message_text)
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add_fingerprint(user)
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return TRUE
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. = ..()
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update_icon()
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/obj/item/melee/transforming/energy/sword/cx/transform_messages(mob/living/user, supress_message_text)
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playsound(user, active ? 'sound/weapons/nebon.ogg' : 'sound/weapons/neboff.ogg', 65, 1)
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@@ -2,13 +2,12 @@
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item_flags = NEEDS_PERMIT
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/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
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if(target.check_block())
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if(target.check_martial_melee_block())
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target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!</span>",
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"<span class='userdanger'>You block the attack!</span>")
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user.Stun(40)
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return TRUE
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/obj/item/melee/chainofcommand
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name = "chain of command"
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desc = "A tool used by great men to placate the frothing masses."
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@@ -75,9 +74,9 @@
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AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
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AddElement(/datum/element/sword_point)
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/obj/item/melee/sabre/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(attack_type == PROJECTILE_ATTACK)
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final_block_chance = 0 //Don't bring a sword to a gunfight
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/obj/item/melee/sabre/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(attack_type & ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight.
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return BLOCK_NONE
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return ..()
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/obj/item/melee/sabre/on_exit_storage(datum/component/storage/S)
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@@ -143,33 +142,61 @@
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/obj/item/melee/rapier
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name = "plastitanium rapier"
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desc = "A impossibly thin blade made of plastitanium with a tip made of diamond. It looks to be able to cut through any armor."
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desc = "A thin blade made of plastitanium with a diamond tip. It appears to be coated in a persistent layer of an unknown substance."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "rapier"
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item_state = "rapier"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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force = 25
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throwforce = 35
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block_chance = 0
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armour_penetration = 100
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force = 15
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throwforce = 25
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block_chance = 50
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armour_penetration = 200 //Apparently this gives it the ability to pierce block
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flags_1 = CONDUCT_1
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obj_flags = UNIQUE_RENAME
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w_class = WEIGHT_CLASS_BULKY
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sharpness = IS_SHARP_ACCURATE //It cant be sharpend cook -_-
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attack_verb = list("slashed", "cut", "pierces", "pokes")
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total_mass = 3.4
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attack_verb = list("stabs", "punctures", "pierces", "pokes")
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hitsound = 'sound/weapons/rapierhit.ogg'
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total_mass = 0.4
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/obj/item/melee/rapier/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 20, 65, 0)
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/obj/item/melee/rapier/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(attack_type == ATTACK_TYPE_PROJECTILE)
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final_block_chance = 0
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return ..()
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/obj/item/melee/rapier/on_exit_storage(datum/component/storage/S)
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var/obj/item/storage/belt/sabre/rapier/B = S.parent
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if(istype(B))
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playsound(B, 'sound/items/unsheath.ogg', 25, 1)
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..()
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/obj/item/melee/rapier/on_enter_storage(datum/component/storage/S)
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var/obj/item/storage/belt/sabre/rapier/B = S.parent
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if(istype(B))
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playsound(B, 'sound/items/sheath.ogg', 25, 1)
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..()
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/obj/item/melee/rapier/get_belt_overlay()
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return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "rapier")
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/obj/item/melee/rapier/get_worn_belt_overlay(icon_file)
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return mutable_appearance(icon_file, "-rapier")
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/obj/item/melee/rapier/attack(mob/living/target, mob/living/user)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/H = target
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var/loss = H.getStaminaLoss()
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H.Dizzy(10)
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H.adjustStaminaLoss(30)
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if((loss > 40) && prob(loss)) // if above 40, roll for sleep using 1% every 1 stamina damage
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H.Sleeping(180)
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/obj/item/melee/classic_baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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@@ -240,7 +267,7 @@
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if(!on)
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return ..()
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if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes batons unusuable in stamina softcrit
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if(IS_STAMCRIT(user))//CIT CHANGE - makes batons unusuable in stamina softcrit
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to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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return //CIT CHANGE - ditto
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@@ -277,7 +304,7 @@
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return
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else
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if(cooldown_check < world.time)
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if(target.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
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if(target.run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user) & BLOCK_SUCCESS)
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return
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if(ishuman(target))
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@@ -296,7 +323,7 @@
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if(!iscarbon(user))
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target.LAssailant = null
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else
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target.LAssailant = user
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target.LAssailant = WEAKREF(user)
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cooldown_check = world.time + cooldown
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user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
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else
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@@ -378,7 +405,7 @@
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item_flags = NONE
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force = 5
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cooldown = 20
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stam_dmg = 45 //3 hit stamcrit
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stam_dmg = 45 //4 hit stamcrit
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affect_silicon = TRUE
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on_sound = 'sound/weapons/contractorbatonextend.ogg'
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on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
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Reference in New Issue
Block a user