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https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-19 20:06:28 +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.
This commit is contained in:
@@ -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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Reference in New Issue
Block a user