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https://github.com/Aurorastation/Aurora.3.git
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New taser fix is now in place. Rather than full deflection, armor mitigates the damage. Updates along all sorts of Clothing for minor mitigations to major mitigations.
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc. HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'. Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you. Icon adjustments.
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@@ -14,16 +14,24 @@ emp_act
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if(istype(P, /obj/item/projectile/energy/electrode))
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var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
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// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
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for(var/bp in body_parts) //Make an unregulated var to pass around.
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if(!bp)
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continue //Does this thing we're shooting even exist?
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if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
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var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
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if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
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P.agony=P.agony*C.siemens_coefficient
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visible_message("\red [src]'s [C.name] absorbs some of the shock from the [P.name]!</B></red>")
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apply_effect(P.agony,AGONY,0)
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del P
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/* Commenting out new-old taser nerf.
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if(C.siemens_coefficient == 0) //If so, is that clothing shock proof?
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visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT!
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del P
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if(prob(deflectchance))
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visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT!
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visible_message("\red <B> Taser hit for [P.damage] damage!</B>")
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del P
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*/
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/* Commenting out old Taser nerf
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if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor))
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if(istype(P, /obj/item/projectile/energy/electrode))
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@@ -32,6 +40,7 @@ emp_act
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return -1
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*/
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// END TASER NERF
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if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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var/reflectchance = 40 - round(P.damage/3)
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@@ -944,19 +944,21 @@
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del a
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if(halloss > 100)
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src << "<span class='notice'>You're too tired to keep going...</span>"
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src << "<span class='notice'>You're in too much pain to keep going...</span>"
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for(var/mob/O in oviewers(src, null))
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O.show_message("<B>[src]</B> slumps to the ground panting, too weak to continue fighting.", 1)
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Paralyse(3)
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O.show_message("<B>[src]</B> slumps to the ground, too weak to continue fighting.", 1)
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Paralyse(10)
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setHalLoss(99)
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if(paralysis)
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AdjustParalysis(-1)
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blinded = 1
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stat = UNCONSCIOUS
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if(halloss > 0)
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adjustHalLoss(-6)
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else if(sleeping)
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handle_dreams()
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adjustHalLoss(-5)
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adjustHalLoss(-6)
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if (mind)
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if((mind.active && client != null) || immune_to_ssd) //This also checks whether a client is connected, if not, sleep is not reduced.
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sleeping = max(sleeping-1, 0)
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@@ -965,9 +967,14 @@
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if( prob(10) && health && !hal_crit )
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spawn(0)
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emote("snore")
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else if(resting)
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if(halloss > 0)
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adjustHalLoss(-6)
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//CONSCIOUS
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else
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stat = CONSCIOUS
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if(halloss > 0)
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adjustHalLoss(-2)
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//Eyes
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if(sdisabilities & BLIND) //disabled-blind, doesn't get better on its own
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@@ -49,6 +49,8 @@
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Weaken(effect/(blocked+1))
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if(PARALYZE)
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Paralyse(effect/(blocked+1))
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if(AGONY)
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halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
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if(IRRADIATE)
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radiation += max((((effect - (effect*(getarmor(null, "rad")/100))))/(blocked+1)),0)//Rads auto check armor
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if(STUTTER)
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@@ -62,7 +64,7 @@
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return 1
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0)
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/agony = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0)
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if(blocked >= 2) return 0
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if(stun) apply_effect(stun, STUN, blocked)
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if(weaken) apply_effect(weaken, WEAKEN, blocked)
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@@ -71,4 +73,5 @@
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if(stutter) apply_effect(stutter, STUTTER, blocked)
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if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
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if(drowsy) apply_effect(drowsy, DROWSY, blocked)
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if(agony) apply_effect(agony, AGONY, blocked)
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return 1
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