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Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658 Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant. Also, uranium meteors will irradiate nearby people when they explode.
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@@ -82,10 +82,12 @@
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if(occupied)
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user << "<span class='danger'>There's \a [occupied] in the way.</span>"
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return
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if (G.state < 2)
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if (G.state >= GRAB_AGGRESSIVE)
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if(user.a_intent == I_HURT)
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if (prob(15)) M.Weaken(5)
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M.apply_damage(8,def_zone = "head")
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var/blocked = M.run_armor_check("head", "melee")
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if (prob(30 * BLOCKED_MULT(blocked)))
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M.Weaken(5)
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M.apply_damage(8, BRUTE, "head", blocked)
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visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
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if(material)
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playsound(loc, material.tableslam_noise, 50, 1)
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@@ -97,9 +99,8 @@
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if(prob(50))
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M.visible_message("<span class='danger'>\The [S] slices [M]'s face messily!</span>",
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"<span class='danger'>\The [S] slices your face messily!</span>")
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M.apply_damage(10, def_zone = "head")
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if(prob(2))
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M.embed(S, def_zone = "head")
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M.apply_damage(10, BRUTE, "head", blocked)
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M.standard_weapon_hit_effects(S, G.assailant, 10, blocked, "head")
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else
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user << "<span class='danger'>You need a better grip to do that!</span>"
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return
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