Replaced all instances of armour/armoury with armor/armory (#9593)

This commit is contained in:
mikomyazaki
2020-08-06 20:57:30 +02:00
committed by GitHub
parent 0d7af88e07
commit 4de53f1d56
81 changed files with 315 additions and 310 deletions
+1 -1
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@@ -187,7 +187,7 @@ proc/admin_notice(var/message, var/rights)
<A href='?src=\ref[src];simplemake=ian;mob=\ref[M]'>Ian</A> |
<A href='?src=\ref[src];simplemake=crab;mob=\ref[M]'>Crab</A> |
<A href='?src=\ref[src];simplemake=coffee;mob=\ref[M]'>Coffee</A> |
\[ Construct: <A href='?src=\ref[src];simplemake=constructarmoured;mob=\ref[M]'>Armoured</A> ,
\[ Construct: <A href='?src=\ref[src];simplemake=constructarmored;mob=\ref[M]'>Armored</A> ,
<A href='?src=\ref[src];simplemake=constructbuilder;mob=\ref[M]'>Builder</A> ,
<A href='?src=\ref[src];simplemake=constructwraith;mob=\ref[M]'>Wraith</A> \]
<A href='?src=\ref[src];simplemake=shade;mob=\ref[M]'>Shade</A>
+1 -1
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@@ -297,7 +297,7 @@
if("coffee") M.change_mob_type( /mob/living/simple_animal/crab/Coffee , null, null, delmob )
if("parrot") M.change_mob_type( /mob/living/simple_animal/parrot , null, null, delmob )
if("polyparrot") M.change_mob_type( /mob/living/simple_animal/parrot/Poly , null, null, delmob )
if("constructarmoured") M.change_mob_type( /mob/living/simple_animal/construct/armoured , null, null, delmob )
if("constructarmored") M.change_mob_type( /mob/living/simple_animal/construct/armored , null, null, delmob )
if("constructbuilder") M.change_mob_type( /mob/living/simple_animal/construct/builder , null, null, delmob )
if("constructwraith") M.change_mob_type( /mob/living/simple_animal/construct/wraith , null, null, delmob )
if("shade") M.change_mob_type( /mob/living/simple_animal/shade , null, null, delmob )
+1 -1
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@@ -54,7 +54,7 @@
armor = list(melee = 62, bullet = 50, laser = 50, energy = 35, bomb = 10, bio = 2, rad = 0)
/obj/item/clothing/head/helmet/hos/dermal
name = "dermal armour patch"
name = "dermal armor patch"
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
icon_state = "dermal"
allow_hair_covering = FALSE
+6 -6
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@@ -1,4 +1,4 @@
// Vox space gear (vaccuum suit, low pressure armour)
// Vox space gear (vaccuum suit, low pressure armor)
// Can't be equipped by any other species due to bone structure and vox cybernetics.
/obj/item/clothing/suit/space/vox
w_class = 3
@@ -35,7 +35,7 @@
name = "alien pressure suit"
icon_state = "vox-pressure"
item_state = "vox-pressure"
desc = "A huge, armoured, pressurized suit, designed for distinctly nonhuman proportions."
desc = "A huge, armored, pressurized suit, designed for distinctly nonhuman proportions."
/obj/item/clothing/head/helmet/space/vox/carapace
name = "alien visor"
@@ -44,10 +44,10 @@
desc = "A glowing visor, perhaps stolen from a depressed Cylon."
/obj/item/clothing/suit/space/vox/carapace
name = "alien carapace armour"
name = "alien carapace armor"
icon_state = "vox-carapace"
item_state = "vox-carapace"
desc = "An armoured, segmented carapace with glowing purple lights. It looks pretty run-down."
desc = "An armored, segmented carapace with glowing purple lights. It looks pretty run-down."
/obj/item/clothing/head/helmet/space/vox/stealth
name = "alien stealth helmet"
@@ -68,7 +68,7 @@
desc = "An alien helmet with enormous goggled lenses."
/obj/item/clothing/suit/space/vox/medic
name = "alien armour"
name = "alien armor"
icon_state = "vox-medic"
item_state = "vox-medic"
desc = "An almost organic looking nonhuman pressure suit."
@@ -88,7 +88,7 @@
/obj/item/clothing/shoes/magboots/vox
desc = "A pair of heavy, jagged armoured foot pieces, seemingly suitable for a velociraptor."
desc = "A pair of heavy, jagged armored foot pieces, seemingly suitable for a velociraptor."
name = "vox magclaws"
item_state = "boots-vox"
icon_state = "boots-vox"
+1 -1
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@@ -1,5 +1,5 @@
//A 'wound' system for space suits.
//Breaches greatly increase the amount of lost gas and decrease the armour rating of the suit.
//Breaches greatly increase the amount of lost gas and decrease the armor rating of the suit.
//They can be healed with plastic or metal sheeting.
/datum/breach
+1 -1
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@@ -3,7 +3,7 @@
#define SEAL_DELAY 30
/*
* Defines the behavior of hardsuits/rigs/power armour.
* Defines the behavior of hardsuits/rigs/power armor.
*/
/obj/item/rig
@@ -114,7 +114,7 @@
/obj/item/rig_assembly/combat/illegal/hacker
name = "cybersuit control module assembly"
desc = "An assembly for an advanced powered armour suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics."
desc = "An assembly for an advanced powered armor suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics."
icon_base = "hacker"
icon_state = "hacker1"
rig_type = /obj/item/rig/light/hacker
@@ -29,7 +29,7 @@
/obj/item/rig/ert/engineer
name = "ERT-E suit control module"
desc = "A suit worn by the engineering division of an Emergency Response Team. Has orange highlights. Less armoured than the security variant, but offers full radiation protection."
desc = "A suit worn by the engineering division of an Emergency Response Team. Has orange highlights. Less armored than the security variant, but offers full radiation protection."
suit_type = "ERT engineer"
icon_state = "ert_engineer_rig"
emp_protection = 30
@@ -47,7 +47,7 @@
/obj/item/rig/ert/medical
name = "ERT-M suit control module"
desc = "A suit worn by the medical division of an Emergency Response Team. Has white highlights. Less armoured than the security variant, but offers full radiation protection."
desc = "A suit worn by the medical division of an Emergency Response Team. Has white highlights. Less armored than the security variant, but offers full radiation protection."
suit_type = "ERT medic"
icon_state = "ert_medical_rig"
emp_protection = 30
@@ -65,7 +65,7 @@
/obj/item/rig/ert/security
name = "ERT-S suit control module"
desc = "A suit worn by the security division of an Emergency Response Team. Has red highlights. Trades full radiation protection for a slightly better armour."
desc = "A suit worn by the security division of an Emergency Response Team. Has red highlights. Trades full radiation protection for a slightly better armor."
suit_type = "ERT security"
icon_state = "ert_security_rig"
emp_protection = 30
@@ -82,7 +82,7 @@
/obj/item/rig/ert/janitor
name = "ERT-J suit control module"
desc = "A suit worn by the janitoral division of an Emergency Response Team. Has purple highlights. Less armoured than security the variant, but offers full radiation protection."
desc = "A suit worn by the janitoral division of an Emergency Response Team. Has purple highlights. Less armored than security the variant, but offers full radiation protection."
suit_type = "ERT janitor"
icon_state = "ert_janitor_rig"
initial_modules = list(
@@ -98,7 +98,7 @@
/obj/item/rig/ert/assetprotection
name = "heavy asset protection suit control module"
desc = "A heavy suit worn by the highest level of Asset Protection, don't mess with the person wearing this. Armoured and space ready."
desc = "A heavy suit worn by the highest level of Asset Protection, don't mess with the person wearing this. Armored and space ready."
suit_type = "heavy asset protection"
icon_state = "asset_protection_rig"
armor = list(melee = 80, bullet = 75, laser = 60, energy = 40, bomb = 80, bio = 100, rad =100)
@@ -1,7 +1,7 @@
// Light rigs are not space-capable, but don't suffer excessive slowdown or sight issues when depowered.
/obj/item/rig/light
name = "light suit control module"
desc = "A lighter, less armoured hardsuit."
desc = "A lighter, less armored hardsuit."
icon_state = "ninja_rig"
suit_type = "light suit"
allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/cell,/obj/item/material/twohanded/fireaxe)
@@ -33,7 +33,7 @@
/obj/item/rig/light/hacker
name = "cybersuit control module"
suit_type = "cyber"
desc = "An advanced powered armour suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics."
desc = "An advanced powered armor suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics."
icon_state = "hacker_rig"
req_access = list(access_syndicate)
@@ -291,7 +291,7 @@
/obj/item/clothing/suit/space/void/kataphract
name = "kataphract voidsuit"
desc = "A large suit of spaceproof armour, segmented and worked together expertly. Tabs on the shoulders indicate it belongs to the Kataphracts of the Unathi Izweski Hegemony."
desc = "A large suit of spaceproof armor, segmented and worked together expertly. Tabs on the shoulders indicate it belongs to the Kataphracts of the Unathi Izweski Hegemony."
icon = 'icons/obj/clothing/species/unathi/suits.dmi'
icon_override = 'icons/mob/species/unathi/suit.dmi'
icon_state = "rig-kataphract"
@@ -312,7 +312,7 @@
/obj/item/clothing/suit/space/void/kataphract/spec
name = "kataphract specialist voidsuit"
desc = "A large suit of spaceproof armour, segmented and worked together expertly. Tabs on the shoulders indicate it belongs to the Kataphracts of the Unathi Izweski Hegemony. This one has the markings of a Specialist."
desc = "A large suit of spaceproof armor, segmented and worked together expertly. Tabs on the shoulders indicate it belongs to the Kataphracts of the Unathi Izweski Hegemony. This one has the markings of a Specialist."
icon_state = "rig-kataphract-spec"
item_state = "rig-kataphract-spec"
@@ -324,7 +324,7 @@
/obj/item/clothing/suit/space/void/kataphract/lead
name = "kataphract knight voidsuit"
desc = "A large suit of spaceproof armour, segmented and worked together expertly. Tabs on the shoulders indicate it belongs to the Kataphracts of the Unathi Izweski Hegemony. This one has the markings of a Knight."
desc = "A large suit of spaceproof armor, segmented and worked together expertly. Tabs on the shoulders indicate it belongs to the Kataphracts of the Unathi Izweski Hegemony. This one has the markings of a Knight."
icon_state = "rig-kataphract-lead"
item_state = "rig-kataphract-lead"
+4 -4
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@@ -73,7 +73,7 @@
/obj/item/clothing/suit/armor/vest/warden
name = "warden's jacket"
desc = "An armoured jacket with silver rank pips and livery."
desc = "An armored jacket with silver rank pips and livery."
icon_state = "warden_jacket"
item_state = "warden_jacket"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
@@ -93,7 +93,7 @@
/obj/item/clothing/suit/armor/hos
name = "head of security's jacket"
desc = "An armoured jacket with golden rank pips and livery."
desc = "An armored jacket with golden rank pips and livery."
icon_state = "hos"
item_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
@@ -275,7 +275,7 @@
holster = new()
holster.icon_state = null
holster.on_attached(src) //its inside a suit, we set this so it can be drawn from
QDEL_NULL(pockets) //Tactical armour has internal holster instead of pockets, so we null this out
QDEL_NULL(pockets) //Tactical armor has internal holster instead of pockets, so we null this out
cut_overlays() // Remove the holster's overlay.
/obj/item/clothing/suit/armor/tactical/attackby(obj/item/W as obj, mob/user as mob)
@@ -536,7 +536,7 @@
item_state = "hegemony_armor"
armor = list(melee = 70, bullet = 40, laser = 55, energy = 15, bomb = 25, bio = 0, rad = 40)
// Vaurca version of Unathi armour
// Vaurca version of Unathi armor
/obj/item/clothing/suit/armor/unathi/klax
name = "klaxan hopeful body armor"
desc = "An armored chestplate designated to be worn by a K'lax hopeful. The retrofit is only a bit shoddy."
+2 -2
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@@ -9,7 +9,7 @@
* Lasertag
*/
/obj/item/clothing/suit/bluetag
name = "blue laser tag armour"
name = "blue laser tag armor"
desc = "Blue Pride, Station Wide."
icon_state = "bluetag"
item_state = "bluetag"
@@ -19,7 +19,7 @@
siemens_coefficient = 1.0
/obj/item/clothing/suit/redtag
name = "red laser tag armour"
name = "red laser tag armor"
desc = "Reputed to go faster."
icon_state = "redtag"
item_state = "redtag"
+2 -2
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@@ -84,14 +84,14 @@
/obj/item/clothing/suit/wizrobe/magusblue
name = "magus robe"
desc = "A set of armoured robes that seem to radiate a dark power"
desc = "A set of armored robes that seem to radiate a dark power"
icon_state = "magusblue"
item_state = "magusblue"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
/obj/item/clothing/suit/wizrobe/magusred
name = "magus robe"
desc = "A set of armoured robes that seem to radiate a dark power"
desc = "A set of armored robes that seem to radiate a dark power"
icon_state = "magusred"
item_state = "magusred"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
+1 -1
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@@ -4,7 +4,7 @@
icon_state = null
damage = 0 //Base damage handled elsewhere.
damage_type = BRUTE
check_armour = "bomb"
check_armor = "bomb"
range = 5
var/pressure_decrease = 0.25
var/base_damage = 0
+1 -1
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@@ -60,7 +60,7 @@
if(!body)
switch(event_type)
if(RIOTS)
body = "[pick("Riots have","Unrest has")] broken out on planet [affected_dest.name]. Authorities call for calm, as [pick("various parties","rebellious elements","peacekeeping forces","\'REDACTED\'")] begin stockpiling weaponry and armour. Meanwhile, food and mineral prices are dropping as local industries attempt empty their stocks in expectation of looting."
body = "[pick("Riots have","Unrest has")] broken out on planet [affected_dest.name]. Authorities call for calm, as [pick("various parties","rebellious elements","peacekeeping forces","\'REDACTED\'")] begin stockpiling weaponry and armor. Meanwhile, food and mineral prices are dropping as local industries attempt empty their stocks in expectation of looting."
if(WILD_ANIMAL_ATTACK)
body = "Local [pick("wildlife","animal life","fauna")] on planet [affected_dest.name] has been increasing in agression and raiding outlying settlements for food. Big game hunters have been called in to help alleviate the problem, but numerous injuries have already occurred."
if(INDUSTRIAL_ACCIDENT)
+1 -1
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@@ -49,7 +49,7 @@
name = "sealed exosuit chassis"
hatch_descriptor = "canopy"
pilot_coverage = 100
exosuit_desc_string = "an armoured chassis"
exosuit_desc_string = "an armored chassis"
icon_state = "combat_body"
power_use = 2500
transparent_cabin = TRUE
+4 -4
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@@ -27,7 +27,7 @@
/obj/item/mech_component/propulsion/heavy
name = "heavy legs"
exosuit_desc_string = "heavy hydraulic legs"
desc = "Oversized actuators struggle to move these armoured legs."
desc = "Oversized actuators struggle to move these armored legs."
icon_state = "heavy_legs"
move_delay = 5
max_damage = 200
@@ -37,7 +37,7 @@
/obj/item/mech_component/sensors/heavy
name = "heavy sensors"
exosuit_desc_string = "a reinforced monoeye"
desc = "A solitary sensor moves inside a recessed slit in the armour plates."
desc = "A solitary sensor moves inside a recessed slit in the armor plates."
icon_state = "heavy_head"
max_damage = 240
power_use = 0
@@ -52,7 +52,7 @@
hatch_descriptor = "hatch"
desc = "The HI-Koloss chassis is a veritable juggernaut, capable of protecting a pilot even in the most hostile of environments. It handles like a battlecruiser, however."
pilot_coverage = 100
exosuit_desc_string = "a heavily armoured chassis"
exosuit_desc_string = "a heavily armored chassis"
icon_state = "heavy_body"
max_damage = 300
mech_health = 1000
@@ -68,7 +68,7 @@
hatch_descriptor = "hatch"
desc = "The HI-Koloss chassis is a veritable juggernaut, capable of protecting a pilot even in the most hostile of environments. It handles like a battlecruiser, however."
pilot_coverage = 100
exosuit_desc_string = "a heavily armoured chassis"
exosuit_desc_string = "a heavily armored chassis"
icon_state = "heavy_body"
max_damage = 450
mech_health = 1250
+3 -3
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@@ -128,11 +128,11 @@
var/obj/item/clothing/gloves/force/X = A.gloves
real_damage *= X.amplification
var/armour = D.run_armor_check(hit_zone, "melee")
var/armor = D.run_armor_check(hit_zone, "melee")
attack.apply_effects(A, D, armour, rand_damage, hit_zone)
attack.apply_effects(A, D, armor, rand_damage, hit_zone)
D.apply_damage(real_damage, hit_dam_type, hit_zone, armour, damage_flags = damage_flags)
D.apply_damage(real_damage, hit_dam_type, hit_zone, armor, damage_flags = damage_flags)
return 1
@@ -99,7 +99,7 @@
//Apply weapon damage
var/damage_flags = I.damage_flags()
if(prob(blocked)) //armour provides a chance to turn sharp/edge weapon attacks into blunt ones
if(prob(blocked)) //armor provides a chance to turn sharp/edge weapon attacks into blunt ones
damage_flags &= ~DAM_SHARP
damage_flags &= ~DAM_EDGE
@@ -90,10 +90,10 @@
//This is called when a gestalt is hit by an explosion. Nymphs will take damage too
//Damage to nymphs depends on the severity of the blast, and on explosive-resistant armour worn by the gestalt
//A severity 1 explosion without armour will usually kill all nymphs in the gestalt
//Damage to nymphs depends on the severity of the blast, and on explosive-resistant armor worn by the gestalt
//A severity 1 explosion without armor will usually kill all nymphs in the gestalt
//Damage is randomised for each nymph, often some will survive and others wont
//Nymphs have 100 health, so without armour there is a small possibility for each nymph to survive a severity 1 blast
//Nymphs have 100 health, so without armor there is a small possibility for each nymph to survive a severity 1 blast
/mob/living/carbon/human/proc/diona_contained_explosion_damage(var/severity)
var/damage = 0
var/damage_factor = 0.1 //Safety value
@@ -82,7 +82,7 @@
else
msg += "[T.He] [T.is] wearing \icon[head] <a href='?src=\ref[src];lookitem_desc_only=\ref[head]'>\a [head]</a> on [T.his] head.\n"
//suit/armour
//suit/armor
if(wear_suit)
var/tie_msg
var/tie_msg_warn
@@ -97,7 +97,7 @@
else
msg += "[T.He] [T.is] wearing \icon[wear_suit] <a href='?src=\ref[src];lookitem_desc_only=\ref[wear_suit]'>\a [wear_suit]</a>[tie_msg].\n"
//suit/armour storage
//suit/armor storage
if(s_store && !skipsuitstorage)
if(s_store.blood_color)
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [fluid_color_type_map(s_store.blood_color)]-stained <a href='?src=\ref[src];lookitem_desc_only=\ref[s_store]'>[s_store.name]</a> on [T.his] [wear_suit.name]!</span>\n"
@@ -253,7 +253,7 @@
if (prob(50))
Paralyse(10)
// factor in armour
// factor in armor
var/protection = BLOCKED_MULT(getarmor(null, "bomb"))
b_loss *= protection
f_loss *= protection
@@ -329,12 +329,12 @@
var/obj/item/clothing/gloves/force/X = H.gloves
real_damage *= X.amplification
var/armour = run_armor_check(hit_zone, "melee")
var/armor = run_armor_check(hit_zone, "melee")
// Apply additional unarmed effects.
attack.apply_effects(H, src, armour, rand_damage, hit_zone)
attack.apply_effects(H, src, armor, rand_damage, hit_zone)
// Finally, apply damage to target
apply_damage(real_damage, hit_dam_type, hit_zone, armour, damage_flags = damage_flags)
apply_damage(real_damage, hit_dam_type, hit_zone, armor, damage_flags = damage_flags)
if(M.resting && src.help_up_offer)
@@ -286,7 +286,7 @@
/*
In most cases it makes more sense to use apply_damage() instead! And make sure to check armour if applicable.
In most cases it makes more sense to use apply_damage() instead! And make sure to check armor if applicable.
*/
//Damages ONE external organ, organ gets randomly selected from damagable ones.
//It automatically updates damage overlays if necesary
@@ -127,7 +127,7 @@ emp_act
results.Add(C)
return results
//this proc returns the armour value for a particular external organ.
//this proc returns the armor value for a particular external organ.
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
if(!type || !def_zone) return 0
var/protection = 0
@@ -123,7 +123,7 @@
attack_name = "power fist"
shredding = 1
/datum/unarmed_attack/terminator/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/terminator/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(prob(25) && target.mob_size <= 30)
playsound(user, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
@@ -138,7 +138,7 @@
sleep(1)
step_away(target,user,15)
sleep(1)
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
target.apply_effect(attack_damage * 0.4, WEAKEN, armor)
/datum/unarmed_attack/claws/cleave
attack_verb = list("cleaved", "plowed", "swiped")
@@ -149,7 +149,7 @@
attack_name = "massive claws"
shredding = 1
/datum/unarmed_attack/claws/cleave/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/claws/cleave/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
var/hit_mobs = 0
for(var/mob/living/L in orange(1,user))
@@ -157,7 +157,7 @@
continue
if(L == target)
continue
L.apply_damage(rand(5,20), BRUTE, zone, armour)
L.apply_damage(rand(5,20), BRUTE, zone, armor)
to_chat(L, "<span class='danger'>\The [user] [pick(attack_verb)] you with its [attack_noun]!</span>")
hit_mobs++
if(hit_mobs)
@@ -176,7 +176,7 @@
/datum/unarmed_attack/bite/infectious
shredding = 1
/datum/unarmed_attack/bite/infectious/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/bite/infectious/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(target && target.stat == DEAD)
return
@@ -184,8 +184,7 @@
to_chat(user, "<span class='danger'>You feel that \the [target] has been already infected!</span>")
var/infection_chance = 80
var/armor = target.run_armor_check(zone,"melee")
infection_chance -= armor
infection_chance -= target.run_armor_check(zone,"melee")
if(prob(infection_chance))
if(target.reagents)
target.reagents.add_reagent(/datum/reagent/toxin/trioxin, 10)
@@ -206,7 +205,7 @@
attack_sound = 'sound/effects/sparks4.ogg'
attack_name = "electrifying touch"
/datum/unarmed_attack/shocking/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/shocking/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(prob(25))
target.electrocute_act(20, user, def_zone = zone)
@@ -219,7 +218,7 @@
attack_name = "flaming touch"
damage_type = BURN
/datum/unarmed_attack/flame/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/flame/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(prob(25))
target.apply_effect(1, INCINERATE, 0)
@@ -43,7 +43,7 @@ var/global/list/sparring_attack_cache = list()
/datum/unarmed_attack/proc/get_unarmed_damage()
return damage
/datum/unarmed_attack/proc/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/proc/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
if(target.stat == DEAD)
return
@@ -54,13 +54,13 @@ var/global/list/sparring_attack_cache = list()
if(!target.can_feel_pain())
pain_message = FALSE
if(attack_damage >= 5 && armour < 100 && !(target == user) && stun_chance <= attack_damage * 5) // 25% standard chance
if(attack_damage >= 5 && armor < 100 && !(target == user) && stun_chance <= attack_damage * 5) // 25% standard chance
switch(zone) // strong punches can have effects depending on where they hit
if(BP_HEAD, BP_MOUTH, BP_EYES)
// Induce blurriness
if(pain_message)
target.visible_message("<span class='danger'>[target] looks momentarily disoriented.</span>", "<span class='danger'>You see stars.</span>")
target.apply_effect(attack_damage*2, EYE_BLUR, armour)
target.apply_effect(attack_damage*2, EYE_BLUR, armor)
if(BP_L_ARM, BP_L_HAND)
if (target.l_hand)
// Disarm left hand
@@ -82,22 +82,22 @@ var/global/list/sparring_attack_cache = list()
target.visible_message("<span class='danger'>[target] slams into [T]!</span>")
if(prob(50))
target.set_dir(reverse_dir[target.dir])
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
target.apply_effect(attack_damage * 0.4, WEAKEN, armor)
if(BP_GROIN)
if(pain_message)
target.visible_message("<span class='warning'>[target] looks like \he [gender_datums[target.gender].is] in pain!</span>", "<span class='warning'>[(target.gender=="female") ? "Oh god that hurt!" : "Oh no, not your [pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!"]</span>")
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armour)
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armor)
if(BP_L_LEG, BP_L_FOOT, BP_R_LEG, BP_R_FOOT)
if(!target.lying)
if(pain_message)
target.visible_message("<span class='warning'>[target] gives way slightly.</span>")
target.apply_effect(attack_damage*3, PAIN, armour)
else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage * 5 >= 100) && armour < 100) // Chance to get the usual throwdown as well (25% standard chance)
target.apply_effect(attack_damage*3, PAIN, armor)
else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage * 5 >= 100) && armor < 100) // Chance to get the usual throwdown as well (25% standard chance)
if(!target.lying)
target.visible_message("<span class='danger'>[target] [pick("slumps", "falls", "drops")] down to the ground!</span>")
else
target.visible_message("<span class='danger'>[target] has been weakened!</span>")
target.apply_effect(3, WEAKEN, armour)
target.apply_effect(3, WEAKEN, armor)
/datum/unarmed_attack/proc/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/obj/item/organ/external/affecting = target.get_organ(zone)
+9 -9
View File
@@ -2,8 +2,8 @@
/*
run_armor_check() args
def_zone - What part is getting hit, if null will check entire body
attack_flag - The type of armour to be checked
armour_pen - reduces the effectiveness of armour
attack_flag - The type of armor to be checked
armor_pen - reduces the effectiveness of armor
absorb_text - shown if the armor check is 100% successful
soften_text - shown if the armor check is more than 0% successful and less than 100%
Returns
@@ -12,16 +12,16 @@
#define MOB_FIRE_LIGHT_RANGE 3 //These control the intensity and range of light given off by a mob which is on fire
#define MOB_FIRE_LIGHT_POWER 2
/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/armour_pen = 0, var/absorb_text = null, var/soften_text = null)
if(armour_pen >= 100)
/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/armor_pen = 0, var/absorb_text = null, var/soften_text = null)
if(armor_pen >= 100)
return 0 //might as well just skip the processing
var/armor = getarmor(def_zone, attack_flag)
if(armour_pen >= armor)
if(armor_pen >= armor)
return 0 //effective_armor is going to be 0, fullblock is going to be 0, blocked is going to 0, let's save ourselves the trouble
var/effective_armor = (armor - armour_pen)/100
var/effective_armor = (armor - armor_pen)/100
var/fullblock = (effective_armor*effective_armor) * ARMOR_BLOCK_CHANCE_MULT
if(fullblock >= 1 || prob(fullblock*100))
@@ -31,7 +31,7 @@
show_message("<span class='warning'>Your armor absorbs the blow!</span>")
return 100
//this makes it so that X armour blocks X% damage, when including the chance of hard block.
//this makes it so that X armor blocks X% damage, when including the chance of hard block.
//I double checked and this formula will also ensure that a higher effective_armor
//will always result in higher (non-fullblock) damage absorption too, which is also a nice property
//In particular, blocked will increase from 0 to 50 as effective_armor increases from 0 to 0.999 (if it is 1 then we never get here because ofc)
@@ -88,7 +88,7 @@
return
//Armor
var/absorb = run_armor_check(def_zone, P.check_armour, P.armor_penetration)
var/absorb = run_armor_check(def_zone, P.check_armor, P.armor_penetration)
var/damaged
if(prob(absorb))
if(P.damage_flags & DAM_SHARP || P.damage_flags & DAM_SHARP || P.damage_flags & DAM_LASER)
@@ -184,7 +184,7 @@
//Apply weapon damage
var/damage_flags = I.damage_flags()
if(prob(blocked)) //armour provides a chance to turn sharp/edge weapon attacks into blunt ones
if(prob(blocked)) //armor provides a chance to turn sharp/edge weapon attacks into blunt ones
damage_flags &= ~DAM_SHARP
damage_flags &= ~DAM_EDGE
@@ -77,7 +77,7 @@
// Protects the cyborg from damage. Usually first module to be hit
// No power usage
/datum/robot_component/armor
name = "armour plating"
name = "armor plating"
external_type = /obj/item/robot_parts/robot_component/armor
max_damage = 60
@@ -231,7 +231,7 @@
components["diagnosis unit"] = new /datum/robot_component/diagnosis_unit(src)
components["camera"] = new /datum/robot_component/camera(src)
components["comms"] = new /datum/robot_component/binary_communication(src)
components["armour"] = new /datum/robot_component/armor(src)
components["armor"] = new /datum/robot_component/armor(src)
components["jetpack"] = new /datum/robot_component/jetpack(src)
components["surge"] = new /datum/robot_component/surge(src)
jetpackComponent = components["jetpack"]
@@ -54,10 +54,10 @@
if(C.installed == 1) rval += C
return rval
/mob/living/silicon/robot/proc/get_armour()
/mob/living/silicon/robot/proc/get_armor()
if(!length(components))
return FALSE
var/datum/robot_component/C = components["armour"]
var/datum/robot_component/C = components["armor"]
if(C?.installed == TRUE)
return C
return FALSE
@@ -92,7 +92,7 @@
to_chat(src, SPAN_WARNING("Your shield absorbs some of the impact!"))
if(!emp)
var/datum/robot_component/armor/A = get_armour()
var/datum/robot_component/armor/A = get_armor()
if(A)
A.take_damage(brute, burn, damage_flags)
return
@@ -138,7 +138,7 @@
burn -= absorb_burn
to_chat(src, SPAN_WARNING("Your shield absorbs some of the impact!"))
var/datum/robot_component/armor/A = get_armour()
var/datum/robot_component/armor/A = get_armor()
if(A)
A.take_damage(brute, burn, damage_flags)
return
+1 -1
View File
@@ -194,7 +194,7 @@
//can't inject synths
/mob/living/silicon/can_inject(mob/user, error_msg)
if(error_msg)
to_chat(user, SPAN_ALERT("The armoured plating is too tough."))
to_chat(user, SPAN_ALERT("The armored plating is too tough."))
return FALSE
//Silicon mob language procs
@@ -1,7 +1,7 @@
/mob/living/simple_animal/construct/armoured
/mob/living/simple_animal/construct/armored
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead."
desc = "A possessed suit of armor driven by the will of the restless dead."
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
@@ -11,7 +11,7 @@
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashed their armoured gauntlet into"
attacktext = "smashed their armored gauntlet into"
mob_size = MOB_LARGE
speed = 3
environment_smash = 2
@@ -20,7 +20,7 @@
resistance = 10
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser)
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
/mob/living/simple_animal/construct/armored/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage / 3)
if(prob(reflectchance))
@@ -185,7 +185,7 @@
var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
switch(construct_class)
if("Juggernaut")
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
var/mob/living/simple_animal/construct/armored/Z = new /mob/living/simple_animal/construct/armored (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
cult.add_antagonist(Z.mind)
@@ -98,7 +98,7 @@
// Xenoarch aliens.
/mob/living/simple_animal/hostile/samak
name = "samak"
desc = "A fast, armoured predator accustomed to hiding and ambushing in cold terrain."
desc = "A fast, armored predator accustomed to hiding and ambushing in cold terrain."
faction = "samak"
icon_state = "samak"
icon_living = "samak"
@@ -53,7 +53,7 @@
name = "electrical discharge"
icon_state = "stun"
damage_type = BURN
check_armour = "energy"
check_armor = "energy"
damage = 5
muzzle_type = /obj/effect/projectile/muzzle/stun
@@ -364,7 +364,7 @@
nodamage = 1
taser_effect = 1
agony = 20
check_armour = "energy"
check_armor = "energy"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
var/list/thoughts = list(
"You hear a cacophany of alien sounds.",
+1 -1
View File
@@ -219,7 +219,7 @@ var/list/global/base_miss_chance = list(
)
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
//Also used to weight the protection value that armor provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
BP_HEAD = 25,
BP_CHEST = 70,
+1 -1
View File
@@ -321,7 +321,7 @@
if(ispath(MP, /mob/living/simple_animal/space_worm))
return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
if(ispath(MP, /mob/living/simple_animal/construct/armoured))
if(ispath(MP, /mob/living/simple_animal/construct/armored))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/construct/wraith))
+1 -1
View File
@@ -105,7 +105,7 @@
icon_state = "particle"
damage = 60
damage_type = BRUTE
check_armour = "bullet"
check_armor = "bullet"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
embed = 0
@@ -61,7 +61,7 @@
icon_state = "omnilaser"
damage = 20
damage_type = BURN
check_armour = "laser"
check_armor = "laser"
range = 5
pass_flags = PASSTABLE
@@ -256,7 +256,7 @@
/obj/item/gun/projectile/automatic/rifle/l6_saw
name = "light machine gun"
desc = "A rather traditionally made L6 SAW with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2431' engraved on the receiver"
desc = "A rather traditionally made L6 SAW with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armory- 2431' engraved on the receiver"
icon = 'icons/obj/guns/l6.dmi'
icon_state = "l6closed100"
item_state = "l6closedmag"
@@ -1,6 +1,6 @@
/obj/item/gun/projectile/heavysniper
name = "anti-materiel rifle"
desc = "A portable anti-armour rifle fitted with a scope, the PTR-7 is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
desc = "A portable anti-armor rifle fitted with a scope, the PTR-7 is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
desc_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
then close it. To use the scope, use the appropriate verb in the object tab."
+2 -2
View File
@@ -32,7 +32,7 @@
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, PAIN are the only things that should be in here
var/damage_flags = DAM_BULLET
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/check_armor = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/list/impact_sounds //for different categories, IMPACT_MEAT etc
var/stun = 0
@@ -121,7 +121,7 @@
new hit_effect(target.loc)
L.apply_effects(stun, weaken, paralyze, 0, stutter, eyeblur, drowsy, agony, incinerate, blocked)
L.apply_effect(irradiate, IRRADIATE, L.getarmor(null, "rad")) //radiation protection is handled separately from other armour types.
L.apply_effect(irradiate, IRRADIATE, L.getarmor(null, "rad")) //radiation protection is handled separately from other armor types.
return 1
//called when the projectile stops flying because it collided with something
@@ -4,7 +4,7 @@
damage = 0
damage_type = BURN
nodamage = 1
check_armour = "energy"
check_armor = "energy"
/obj/item/projectile/animate/Collide(atom/change)
if((istype(change, /obj/item) || istype(change, /obj/structure)) && !is_type_in_list(change, protected_objects))
+5 -5
View File
@@ -5,7 +5,7 @@
damage = 30
damage_type = BURN
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_LASER_MEAT, BULLET_IMPACT_METAL = SOUNDS_LASER_METAL)
check_armour = "laser"
check_armor = "laser"
eyeblur = 4
damage_flags = DAM_LASER
var/frequency = 1
@@ -23,7 +23,7 @@
damage = 0
damage_type = BURN
no_attack_log = 1
check_armour = "laser"
check_armor = "laser"
eyeblur = 2
/obj/item/projectile/beam/pistol
@@ -105,7 +105,7 @@
damage = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
check_armor = "laser"
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
tracer_type = /obj/effect/projectile/tracer/laser/blue
@@ -125,7 +125,7 @@
damage = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
check_armor = "laser"
/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
@@ -140,7 +140,7 @@
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
check_armour = "laser"
check_armor = "laser"
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
@@ -5,7 +5,7 @@
damage_type = BRUTE
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
nodamage = FALSE
check_armour = "bullet"
check_armor = "bullet"
embed = TRUE
sharp = TRUE
shrapnel_type = /obj/item/material/shard/shrapnel
@@ -136,7 +136,7 @@
/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
name = "rubber bullet"
check_armour = "melee"
check_armor = "melee"
damage = 5
agony = 40
embed = 0
@@ -149,7 +149,7 @@
/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
name = "beanbag"
check_armour = "melee"
check_armor = "melee"
damage = 10
agony = 60
embed = 0
@@ -157,7 +157,7 @@
/obj/item/projectile/bullet/shotgun/incendiary
name = "incendiary"
check_armour = "melee"
check_armor = "melee"
damage = 5
agony = 0
embed = 0
@@ -324,7 +324,7 @@
icon_state = "flechette_bullet"
damage = 40
damage_type = BRUTE
check_armour = "bullet"
check_armor = "bullet"
embed = 1
sharp = 1
penetrating = 1
@@ -4,7 +4,7 @@
damage = 0
damage_type = BURN
nodamage = 1
check_armour = "energy"
check_armor = "energy"
/obj/item/projectile/change/on_hit(var/atom/change)
wabbajack(change)
@@ -3,7 +3,7 @@
icon_state = "spark"
damage = 0
damage_type = BURN
check_armour = "energy"
check_armor = "energy"
//releases a burst of light on impact or after travelling a distance
/obj/item/projectile/energy/flash
@@ -108,7 +108,7 @@
name = "distortion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bfg"
check_armour = "bomb"
check_armor = "bomb"
damage = 60
damage_type = BRUTE
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
@@ -205,7 +205,7 @@
name = "bees"
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "beegun"
check_armour = "bio"
check_armor = "bio"
damage = 5
damage_type = BRUTE
pass_flags = PASSTABLE | PASSGRILLE
@@ -227,7 +227,7 @@
name = "blaster bolt"
icon_state = "heavybolt"
damage = 30
check_armour = "laser"
check_armor = "laser"
damage_type = BURN
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
muzzle_type = /obj/effect/projectile/muzzle/bolt
+1 -1
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
damage = 40
check_armour = "energy"
check_armor = "energy"
embed = 1
/obj/item/projectile/forcebolt/strong
@@ -4,7 +4,7 @@
damage = 0
damage_type = BURN
nodamage = 1
check_armour = "energy"
check_armor = "energy"
var/pulse_range = 1
/obj/item/projectile/ion/on_impact(var/atom/A)
@@ -69,7 +69,7 @@
name ="explosive bolt"
icon_state= "bolter"
damage = 50
check_armour = "bullet"
check_armor = "bullet"
sharp = 1
edge = 1
@@ -96,7 +96,7 @@
damage = 0
damage_type = BURN
nodamage = 1
check_armour = "energy"
check_armor = "energy"
//var/temperature = 300
@@ -113,7 +113,7 @@
damage = 0
damage_type = BRUTE
nodamage = 1
check_armour = "bullet"
check_armor = "bullet"
/obj/item/projectile/meteor/Collide(atom/A)
if(A == firer)
@@ -142,7 +142,7 @@
damage = 0
damage_type = TOX
nodamage = 1
check_armour = "energy"
check_armor = "energy"
/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target
@@ -181,7 +181,7 @@
damage = 0
damage_type = TOX
nodamage = 1
check_armour = "energy"
check_armor = "energy"
/obj/item/projectile/energy/florayield/on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
@@ -208,7 +208,7 @@
name ="tungsten rod"
icon_state= "gauss"
damage = 75
check_armour = "bomb"
check_armor = "bomb"
sharp = 1
edge = 1
@@ -244,7 +244,7 @@
icon = 'icons/obj/projectiles.dmi'
icon_state = "spell"
damage = 0
check_armour = "energy"
check_armor = "energy"
embed = 0
damage_type = PAIN
@@ -280,7 +280,7 @@
icon_state = "plasma_bolt"
damage = 25
damage_type = BRUTE
check_armour = "energy"
check_armor = "energy"
incinerate = 10
armor_penetration = 20
penetrating = 1
+2 -2
View File
@@ -2,7 +2,7 @@
var/announced = FALSE // Whether or not we have been announced to our holder yet.
var/suppressed = TRUE // Whether or not we are suppressing our psi powers.
var/use_psi_armour = TRUE // Whether or not we should automatically deflect/block incoming damage.
var/use_psi_armor = TRUE // Whether or not we should automatically deflect/block incoming damage.
var/rebuild_power_cache = TRUE // Whether or not we need to rebuild our cache of psi powers.
var/rating = 0 // Overall psi rating.
@@ -17,7 +17,7 @@
var/list/base_ranks // Assoc list of psi faculties to base rank, in case reset is needed
var/list/manifested_items // List of atoms manifested/maintained by psychic power.
var/next_latency_trigger = 0 // world.time minimum before a trigger can be attempted again.
var/last_armor_check // world.time of last armour check.
var/last_armor_check // world.time of last armor check.
var/last_aura_size
var/last_aura_alpha
var/last_aura_color
@@ -14,10 +14,10 @@
ui.update_icon()
cancel()
/datum/psi_complexus/proc/get_armour(var/armourtype)
/datum/psi_complexus/proc/get_armor(var/armortype)
if(can_use_passive())
last_armor_check = world.time
return round(Clamp(Clamp(4 * rating, 0, 20) * get_rank(SSpsi.armour_faculty_by_type[armourtype]), 0, 100) * (stamina/max_stamina))
return round(Clamp(Clamp(4 * rating, 0, 20) * get_rank(SSpsi.armor_faculty_by_type[armortype]), 0, 100) * (stamina/max_stamina))
else
last_armor_check = 0
return 0
+3 -3
View File
@@ -2,10 +2,10 @@
var/id
var/name
var/associated_intent
var/list/armour_types = list()
var/list/armor_types = list()
var/list/powers = list()
/datum/psionic_faculty/New()
..()
for(var/atype in armour_types)
SSpsi.armour_faculty_by_type[atype] = id
for(var/atype in armor_types)
SSpsi.armor_faculty_by_type[atype] = id
@@ -2,7 +2,7 @@
id = PSI_ENERGISTICS
name = "Energistics"
associated_intent = I_HURT
armour_types = list("bomb", "laser", "energy")
armor_types = list("bomb", "laser", "energy")
/datum/psionic_power/energistics
faculty = PSI_ENERGISTICS
@@ -2,7 +2,7 @@
id = PSI_PSYCHOKINESIS
name = "Psychokinesis"
associated_intent = I_GRAB
armour_types = list("melee", "bullet")
armor_types = list("melee", "bullet")
/datum/psionic_power/psychokinesis
faculty = PSI_PSYCHOKINESIS
+1 -1
View File
@@ -2,7 +2,7 @@
id = PSI_REDACTION
name = "Redaction"
associated_intent = I_HELP
armour_types = list("bio", "rad")
armor_types = list("bio", "rad")
/datum/psionic_power/redaction
faculty = PSI_REDACTION
+3 -3
View File
@@ -100,10 +100,10 @@ var/global/list/datum/supply_drop_loot/supply_drop
/obj/item/reagent_containers/food/snacks/meat,
/obj/item/reagent_containers/food/snacks/meat)
/datum/supply_drop_loot/armour
name = "Armour"
/datum/supply_drop_loot/armor
name = "Armor"
container = /obj/structure/largecrate
/datum/supply_drop_loot/armour/New()
/datum/supply_drop_loot/armor/New()
..()
contents = list(
/obj/item/clothing/head/helmet/riot,
@@ -50,7 +50,7 @@
/datum/design/rig/hacker
name = "Cybersuit Control Module Assembly"
desc = "An assembly for an advanced powered armour suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics."
desc = "An assembly for an advanced powered armor suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics."
build_path = /obj/item/rig_assembly/combat/illegal/hacker
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_ILLEGAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 3500, MATERIAL_URANIUM = 5550)
@@ -5,27 +5,27 @@
materials = list(DEFAULT_WALL_MATERIAL = 15000)
category = "Exosuit (Body)"
/datum/design/item/mechfab/exosuit/basic_armour
/datum/design/item/mechfab/exosuit/basic_armor
name = "Basic Exosuit Armor"
build_path = /obj/item/robot_parts/robot_component/armor/mech
time = 30
materials = list(DEFAULT_WALL_MATERIAL = 6000)
/datum/design/item/mechfab/exosuit/radproof_armour
/datum/design/item/mechfab/exosuit/radproof_armor
name = "Radiation-proof Exosuit Armor"
build_path = /obj/item/robot_parts/robot_component/armor/mech/radproof
time = 50
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
materials = list(DEFAULT_WALL_MATERIAL = 12500)
/datum/design/item/mechfab/exosuit/em_armour
/datum/design/item/mechfab/exosuit/em_armor
name = "EM-shielded Exosuit Armor"
build_path = /obj/item/robot_parts/robot_component/armor/mech/em
time = 50
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_SILVER = 1000)
/datum/design/item/mechfab/exosuit/combat_armour
/datum/design/item/mechfab/exosuit/combat_armor
name = "Combat Exosuit Armor"
build_path = /obj/item/robot_parts/robot_component/armor/mech/combat
time = 50
+3 -3
View File
@@ -183,7 +183,7 @@
data["recharge_time"] = initial(E.recharge_time)
data["damage"] = initial(P.damage)
data["damage_type"] = initial(P.damage_type)
data["check_armor"] = initial(P.check_armour)
data["check_armor"] = initial(P.check_armor)
data["stun"] = initial(P.stun) ? "stuns" : "does not stun"
data["shrapnel_type"] = initial(P.shrapnel_type) ? initial(P.shrapnel_type) : "none"
data["armor_penetration"] = initial(P.armor_penetration)
@@ -205,7 +205,7 @@
var/obj/item/projectile/P_second = E.secondary_projectile_type
data["secondary_damage"] = initial(P_second.damage)
data["secondary_damage_type"] = initial(P_second.damage_type)
data["secondary_check_armor"] = initial(P_second.check_armour)
data["secondary_check_armor"] = initial(P_second.check_armor)
data["secondary_stun"] = initial(P_second.stun) ? "stuns" : "does not stun"
data["secondary_shrapnel_type"] = initial(P_second.shrapnel_type) ? initial(P_second.shrapnel_type) : "none"
data["secondary_armor_penetration"] = initial(P_second.armor_penetration)
@@ -217,7 +217,7 @@
data["max_shots"] = P_gun.max_shells
data["damage"] = initial(P.damage)
data["damage_type"] = initial(P.damage_type)
data["check_armor"] = initial(P.check_armour)
data["check_armor"] = initial(P.check_armor)
data["stun"] = initial(P.stun) ? "stuns" : "does not stun"
data["shrapnel_type"] = initial(P.shrapnel_type) ? initial(P.shrapnel_type) : "none"
data["burst"] = gun.burst