Motivation near final
Should be almost done after this.
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@@ -367,6 +367,12 @@
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icon_state = "shieldsparkles"
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duration = 6
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/obj/effect/temp_visual/impact_effect/judgement_cut
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name = "judgement cut impact"
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icon = 'icons/effects/effects.dmi'
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icon_state = "impact_judgement"
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duration = 6
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/obj/effect/temp_visual/heart
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name = "heart"
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icon = 'icons/mob/animal.dmi'
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@@ -524,3 +530,7 @@
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/obj/effect/temp_visual/slime_puddle/reverse
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icon_state = "from_puddle"
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duration = 7
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/obj/effect/temp_visual/gib_animation
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icon = 'icons/mob/mob.dmi'
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duration = 15
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@@ -43,4 +43,4 @@
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/obj/effect/projectile/impact/laser/emitter
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name = "emitter impact"
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icon_state = "impact_emitter"
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icon_state = "impact_emitter"
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@@ -6,9 +6,9 @@
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item_state = "motivation"
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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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fire_sound = 'sound/magic/fireball.ogg'
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fire_sound = 'sound/weapons/judgementhit.ogg'
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ammo_type = /obj/item/ammo_casing/magic/judgement_cut
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force = 40
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force = 10
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armour_penetration = 50
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = ITEM_SLOT_BELT
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@@ -31,19 +31,19 @@
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/datum/action/judgement_cut
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name = "Judgement Cut - Allows Motivation to slash at a longer distance."
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icon_icon = 'icons/mob/actions/actions_items.dmi'
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button_icon_state = "neckchop"
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icon_icon = 'icons/obj/projectiles.dmi'
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button_icon_state = "judgement_fire"
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var/judgement_toggled = TRUE
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/datum/action/judgement_cut/Trigger()
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judgement_toggled = !judgement_toggled
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to_chat(owner, "<span class='notice'>You [judgement_toggled ? "enable" : "disable"] Judgement Cuts with [src].</span>")
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to_chat(owner, "<span class='notice'>You [judgement_toggled ? "enable" : "disable"] Judgement Cuts with Motivation.</span>")
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/obj/item/gun/magic/staff/motivation/can_trigger_gun(mob/living/user)
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. = ..()
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if(!judgementcut.judgement_toggled)
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to_chat(user, "<span class='notice'> Judgment Cut is disabled.</span>")
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return
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return FALSE
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/obj/item/gun/magic/staff/motivation/pickup(mob/living/user)
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. = ..()
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@@ -1,13 +1,17 @@
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/obj/item/projectile/judgement_cut
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name = "judgement cut"
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icon_state = "neurotoxin"
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damage = 20
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icon_state = "judgement_fire"
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hitsound = 'sound/weapons/judgementfire.ogg'
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damage = 5
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damage_type = BRUTE
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range = 30
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is_reflectable = FALSE
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sharpness = SHARP_EDGED
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impact_effect_type = /obj/effect/temp_visual/impact_effect/judgement_cut
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/*
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/obj/item/projectile/judgement_cut/on_hit(atom/target, blocked = FALSE)
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..()
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*/
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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new /obj/effect/temp_visual/impact_effect/judgement_cut(src)
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