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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 20:43:10 +01:00
Sword Reflection (#1637)
Energy swords, shields, and ninja blades can now deflect projectiles. Energy swords have a fairly moderate chance of reflecting energy weapons. Energy shields have a much higher chance of reflecting energy weapons. The ninja blade has the highest chance of reflecting energy weapons. Energy sword and ninja blade can only effectively reflect shots to the groin, chest, and head. Energy shield has full body coverage. Energy sword has less "durability" than shield and blade (Can withstand less shots before shutting off.) Neither sword, shield, nor blade can deflect shots to the back. Only the ablative vest provides full coverage. Probably some other stuff I'm forgetting.
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@@ -5,9 +5,13 @@
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var/active_w_class
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sharp = 0
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edge = 0
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armor_penetration = 50
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armor_penetration = 10
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flags = NOBLOODY
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can_embed = 0//No embedding pls
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var/base_reflectchance = 40
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var/base_block_chance = 25
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var/shield_power = 100
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var/can_block_bullets = 0
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var/datum/effect_system/sparks/spark_system
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/obj/item/weapon/melee/energy/New()
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@@ -56,6 +60,66 @@
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add_fingerprint(user)
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return
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/obj/item/weapon/melee/energy/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(active && default_parry_check(user, attacker, damage_source) && prob(50))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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spark_system.queue()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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return 1
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else
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if(!active)
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return 0 //turn it on first!
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if(user.incapacitated())
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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if(prob(base_block_chance))
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spark_system.queue()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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shield_power -= round(damage/4)
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if(shield_power <= 0)
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visible_message("<span class='danger'>\The [user]'s [src.name] overloads!</span>")
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deactivate()
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shield_power = initial(shield_power)
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return 0
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if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
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var/obj/item/projectile/P = damage_source
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var/reflectchance = base_reflectchance - round(damage/3)
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if(!(def_zone in list("chest", "groin","head")))
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reflectchance /= 2
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if(P.starting && prob(reflectchance))
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visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
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// Find a turf near or on the original location to bounce to
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(user)
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, user)
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return PROJECTILE_CONTINUE // complete projectile permutation
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else
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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else if(istype(damage_source, /obj/item/projectile/bullet) && can_block_bullets)
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var/reflectchance = (base_reflectchance) - round(damage/3)
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if(!(def_zone in list("chest", "groin","head")))
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reflectchance /= 2
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if(prob(reflectchance))
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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/obj/item/weapon/melee/energy/glaive
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name = "energy glaive"
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desc = "An energized glaive."
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@@ -74,6 +138,11 @@
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sharp = 1
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edge = 1
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slot_flags = SLOT_BACK
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base_reflectchance = 0
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base_block_chance = 0 //cannot be used to block guns
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shield_power = 0
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can_block_bullets = 0
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armor_penetration = 20
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/obj/item/weapon/melee/energy/glaive/activate(mob/living/user)
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..()
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@@ -108,6 +177,11 @@
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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sharp = 1
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edge = 1
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base_reflectchance = 0
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base_block_chance = 0 //cannot be used to block guns
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shield_power = 0
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can_block_bullets = 0
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armor_penetration = 35
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/obj/item/weapon/melee/energy/axe/activate(mob/living/user)
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..()
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@@ -140,6 +214,7 @@
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sharp = 1
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edge = 1
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var/blade_color
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shield_power = 75
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/obj/item/weapon/melee/energy/sword/dropped(var/mob/user)
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..()
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@@ -175,19 +250,12 @@
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attack_verb = list()
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icon_state = initial(icon_state)
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/obj/item/weapon/melee/energy/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(active && default_parry_check(user, attacker, damage_source) && prob(50))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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spark_system.queue()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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return 1
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return 0
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/obj/item/weapon/melee/energy/sword/pirate
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name = "energy cutlass"
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desc = "Arrrr matey."
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icon_state = "cutlass0"
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base_reflectchance = 60
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base_block_chance = 60
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/obj/item/weapon/melee/energy/sword/pirate/activate(mob/living/user)
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..()
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@@ -196,13 +264,12 @@
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/*
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*Energy Blade
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*/
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//Can't be activated or deactivated, so no reason to be a subtype of energy
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/obj/item/weapon/melee/energy/blade
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name = "energy blade"
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desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
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icon_state = "blade"
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force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe
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force = 40
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active_force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe
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armor_penetration = 100
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sharp = 1
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edge = 1
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@@ -214,6 +281,12 @@
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flags = NOBLOODY
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/mob/living/creator
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base_reflectchance = 140
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base_block_chance = 75
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shield_power = 150
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can_block_bullets = 1
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active = 1
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armor_penetration = 20
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/obj/item/weapon/melee/energy/blade/New()
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processing_objects |= src
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@@ -223,10 +296,14 @@
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processing_objects -= src
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..()
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/obj/item/weapon/melee/energy/blade/attack_self(mob/user as mob)
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/obj/item/weapon/melee/energy/blade/deactivate(mob/living/user)
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if(!active)
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return
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user.drop_from_inventory(src)
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spawn(1) if(src) qdel(src)
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/obj/item/weapon/melee/energy/blade/dropped()
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spawn(1) if(src) qdel(src)
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@@ -103,17 +103,62 @@
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w_class = 2
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origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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attack_verb = list("shoved", "bashed")
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var/shield_power = 150
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var/active = 0
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/obj/item/weapon/shield/energy/handle_shield(mob/user)
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/obj/item/weapon/shield/energy/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(!active)
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return 0 //turn it on first!
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. = ..()
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if(user.incapacitated())
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return 0
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if(.)
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spark(user.loc, 5)
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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if(prob(get_block_chance(user, damage, damage_source, attacker)))
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spark(user.loc, 5)
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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shield_power -= round(damage/4)
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if(shield_power <= 0)
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visible_message("<span class='danger'>\The [user]'s [src.name] overloads!</span>")
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active = 0
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force = 3
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update_icon()
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w_class = 1
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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shield_power = initial(shield_power)
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return 0
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if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
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var/obj/item/projectile/P = damage_source
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var/reflectchance = 80 - round(damage/3)
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if(P.starting && prob(reflectchance))
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visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
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// Find a turf near or on the original location to bounce to
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(user)
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, user)
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return PROJECTILE_CONTINUE // complete projectile permutation
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else
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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else
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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@@ -0,0 +1,36 @@
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################################
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# Example Changelog File
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#
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# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
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#
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# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
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# When it is, any changes listed below will disappear.
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#
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# Valid Prefixes:
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# bugfix
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# wip (For works in progress)
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# tweak
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# soundadd
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# sounddel
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# rscadd (general adding of nice things)
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# rscdel (general deleting of nice things)
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# imageadd
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# imagedel
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# maptweak
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# spellcheck (typo fixes)
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# experiment
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#################################
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# Your name.
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author: LordFowl
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# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
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delete-after: True
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# Any changes you've made. See valid prefix list above.
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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# SCREW THIS UP AND IT WON'T WORK.
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# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
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# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
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changes:
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- rscadd: "Energy swords and shields can now reflect energy weapon projectiles. The ninja sword additionally can deflect bullets."
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