Reworks armor damage reduction + armor components + more goodies. (#11106)

Ports Baystation12/Baystation12#27254 and Baystation12/Baystation12#24787 and everything inbetween I guess.

Note that this PR makes guns and armor overall stronger. Lasers also once again do organ damage.
This commit is contained in:
Matt Atlas
2021-02-14 16:54:45 +01:00
committed by GitHub
parent 3ab59b8ff7
commit c30cd94024
138 changed files with 2187 additions and 848 deletions

View File

@@ -155,10 +155,10 @@
return
if(G.state > GRAB_AGGRESSIVE && world.time >= G.last_action + UPGRADE_COOLDOWN)
if(user.a_intent == I_HURT)
var/blocked = M.run_armor_check(BP_HEAD, "melee")
if (prob(30 * BLOCKED_MULT(blocked)))
var/blocked = M.get_blocked_ratio(BP_HEAD, BRUTE, damage = 8)
if (prob(30 * (1 - blocked)))
M.Weaken(5)
M.apply_damage(8, BRUTE, BP_HEAD, blocked)
M.apply_damage(8, BRUTE, BP_HEAD)
visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
if(material)
playsound(loc, material.tableslam_noise, 50, 1)
@@ -170,7 +170,7 @@
if(prob(50))
M.visible_message("<span class='danger'>\The [S] slices [M]'s face messily!</span>",
"<span class='danger'>\The [S] slices your face messily!</span>")
M.apply_damage(10, BRUTE, BP_HEAD, blocked)
M.apply_damage(10, BRUTE, BP_HEAD)
sanity_counter++
if(sanity_counter >= 3)
break