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Nerfs 762, 556, midlasers, specialised armour, personal shields and stims. (#15002)
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@@ -1,35 +1,38 @@
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/obj/item/device/personal_shield
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name = "personal shield"
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desc = "Truely a life-saver: this device protects its user from being hit by objects moving very, very fast, though only for a few shots."
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desc = "Truely a life-saver: this device protects its user from being hit by objects moving very, very fast, though only for a few shots. Comes with a power cell and can be recharged in a recharger."
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icon = 'icons/obj/personal_shield.dmi'
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icon_state = "personal_shield"
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item_state = "personal_shield"
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contained_sprite = TRUE
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_LARGE
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w_class = ITEMSIZE_NORMAL
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action_button_name = "Toggle Shield"
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var/next_recharge
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var/uses = 5
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var/obj/item/cell/cell
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var/charge_per_shot = 200
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var/upkeep_cost = 2
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var/obj/aura/personal_shield/device/shield
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/obj/item/device/personal_shield/examine(mob/user, distance)
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..()
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if(Adjacent(user))
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to_chat(user, SPAN_NOTICE("\The [src] can absorb [uses] more shot\s."))
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to_chat(user, SPAN_NOTICE("\The [src] has [cell.charge] charge remaining. Shield upkeep costs [upkeep_cost] charge, and blocking a shot costs [charge_per_shot] charge."))
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/obj/item/device/personal_shield/Initialize()
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. = ..()
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cell = new(src)
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cell.charge = cell.maxcharge //1000 charge
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START_PROCESSING(SSprocessing, src)
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/obj/item/device/personal_shield/get_cell()
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return cell
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/obj/item/device/personal_shield/process()
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if(next_recharge < world.time)
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uses = min(5, uses + 1)
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if(uses == 1)
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update_icon()
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next_recharge = world.time + 1 MINUTE
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if(shield)
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cell.use(upkeep_cost)
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/obj/item/device/personal_shield/attack_self(mob/living/user)
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if(uses && !shield)
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if(cell.charge && !shield)
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shield = new /obj/aura/personal_shield/device(user)
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shield.added_to(user)
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shield.set_shield(src)
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@@ -48,15 +51,15 @@
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return ..()
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/obj/item/device/personal_shield/proc/take_charge()
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uses--
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if(!uses)
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cell.use(charge_per_shot)
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if(cell.percent() == 0)
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to_chat(shield.user, FONT_LARGE(SPAN_WARNING("\The [src] begins to spark as it breaks!")))
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QDEL_NULL(shield)
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update_icon()
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return
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/obj/item/device/personal_shield/update_icon()
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if(uses && shield)
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if(cell.charge && shield)
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icon_state = "[initial(icon_state)]_on"
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item_state = "[initial(item_state)]_on"
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else
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@@ -66,6 +69,7 @@
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/obj/item/device/personal_shield/Destroy()
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dissipate()
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STOP_PROCESSING(SSprocessing, src)
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QDEL_NULL(cell)
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return ..()
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/obj/item/device/personal_shield/proc/dissipate()
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@@ -306,7 +306,7 @@
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icon = 'icons/obj/vaurca_items.dmi'
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icon_state = "commando"
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item_state = "commando"
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desc = "A design perfected by the Zo'ra, this armor is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection."
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desc = "A design perfected by the Zo'ra, this armor is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection."
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species_restricted = list(BODYTYPE_VAURCA)
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armor = list(
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@@ -319,7 +319,7 @@
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)
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/obj/item/clothing/head/helmet/space/void/commando
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name = "commando helmet"
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desc = "A design perfected by the Zo'ra, this helmet is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection."
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desc = "A design perfected by the Zo'ra, this helmet is commonly used by frontline warriors of a hive. Ablative design deflects lasers away from the body while providing moderate physical protection."
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contained_sprite = 1
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icon = 'icons/obj/vaurca_items.dmi'
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icon_state = "helm_commando"
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