Fixes items' used skills list keys missing associated base traits.
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@@ -123,7 +123,7 @@
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if(totitemdamage)
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totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_trait)
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for(var/skill in I.used_skills)
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if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
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if(!(SKILL_TRAIN_ATTACK_OBJ in I.used_skills[skill]))
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continue
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user.mind.auto_gain_experience(skill, I.skill_gain)
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@@ -192,7 +192,7 @@
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if(.)
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. = user.mind.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_trait)
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for(var/skill in I.used_skills)
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if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
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if(!(SKILL_TRAIN_ATTACK_MOB in I.used_skills[skill]))
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continue
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user.mind.auto_gain_experience(skill, I.skill_gain)
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@@ -179,6 +179,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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if(damtype == "brute")
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hitsound = "swing_hit"
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if(used_skills)
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for(var/path in used_skills)
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var/datum/skill/S = GLOB.skill_datums[path]
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LAZYADD(used_skills[path], S.skill_traits)
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/obj/item/Destroy()
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item_flags &= ~DROPDEL //prevent reqdels
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if(ismob(loc))
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@@ -880,7 +885,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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for(var/skill in used_skills)
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if(!(SKILL_TRAINING_TOOL in used_skills[skill]))
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continue
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user.mind.auto_gain_experience(skill, gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
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user.mind.auto_gain_experience(skill, gain*skill_gain_mult, max_level)
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return TRUE
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