section one
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@@ -102,7 +102,7 @@
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attack_verb_off = list("tapped", "poked")
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throw_speed = 3
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throw_range = 5
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sharpness = IS_SHARP
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sharpness = SHARP_EDGED
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embedding = list("embed_chance" = 75, "impact_pain_mult" = 10)
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armour_penetration = 35
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item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
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@@ -174,7 +174,7 @@
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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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sharpness = SHARP_EDGED
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light_color = "#40ceff"
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tool_behaviour = TOOL_SAW
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toolspeed = 0.7
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@@ -249,7 +249,7 @@
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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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var/datum/effect_system/spark_spread/spark_system
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sharpness = IS_SHARP
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sharpness = SHARP_EDGED
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//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
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/obj/item/melee/transforming/energy/blade/Initialize()
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@@ -285,7 +285,7 @@
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attack_verb_off = list("tapped", "poked")
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throw_speed = 3
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throw_range = 5
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sharpness = IS_SHARP
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sharpness = SHARP_EDGED
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embedding = list("embedded_pain_multiplier" = 6, "embed_chance" = 20, "embedded_fall_chance" = 60)
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armour_penetration = 10
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block_chance = 35
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@@ -44,7 +44,7 @@
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throwforce = 10
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "impaled", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharpness = IS_SHARP
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sharpness = SHARP_EDGED
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total_mass = TOTAL_MASS_HAND_REPLACEMENT
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/obj/item/melee/synthetic_arm_blade/Initialize()
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@@ -64,7 +64,7 @@
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throwforce = 15
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w_class = WEIGHT_CLASS_BULKY
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armour_penetration = 75
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sharpness = IS_SHARP
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sharpness = SHARP_EDGED
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attack_verb = list("slashed", "cut")
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hitsound = 'sound/weapons/rapierhit.ogg'
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custom_materials = list(/datum/material/iron = 1000)
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@@ -168,7 +168,7 @@
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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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sharpness = SHARP_POINTY //It cant be sharpend cook -_-
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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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@@ -1,5 +1,5 @@
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/obj/item/melee/transforming
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sharpness = IS_SHARP
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sharpness = SHARP_EDGED
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var/active = FALSE
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var/force_on = 30 //force when active
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var/faction_bonus_force = 0 //Bonus force dealt against certain factions
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