WIP
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@@ -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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@@ -103,12 +106,19 @@
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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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@@ -119,7 +129,9 @@
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return 0
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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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@@ -152,15 +164,13 @@
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return 0
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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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