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https://github.com/Bubberstation/Bubberstation.git
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Removes sec baton scaling armor pen, tweaks down tele baton armor pen (maybe just a test pr we'll see) (#93374)
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@@ -30,7 +30,7 @@
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/// How much stamina damage we deal on a successful hit against a living, non-cyborg mob.
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var/stamina_damage = 55
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/// How much armor does our baton ignore? This operates as armour penetration, but only applies to the stun attack.
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var/stun_armour_penetration = 15
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var/stun_armour_penetration = 15 // pens very light / cosmetic armor
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/// What armor does our stun attack check before delivering the attack?
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var/armour_type_against_stun = MELEE
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/// Chance of causing force_say() when stunning a human mob
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@@ -96,7 +96,7 @@
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readout += "\nThe effects of each strike can be mitigated by utilizing [span_warning("[armour_type_against_stun]")] armor."
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readout += "\nIt has a stun armor-piercing capability of [span_warning("[get_stun_penetration_value()]%")]."
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readout += "\nIt has a stun armor-piercing capability of [span_warning("[stun_armour_penetration]%")]."
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return readout.Join("\n")
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/// Checks if we can actually USE the baton. Impure
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@@ -229,8 +229,7 @@
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var/mob/living/carbon/human/human_target = target
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if(prob(force_say_chance))
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human_target.force_say()
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var/effective_armour_penetration = get_stun_penetration_value()
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var/armour_block = target.run_armor_check(null, armour_type_against_stun, null, null, effective_armour_penetration)
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var/armour_block = target.run_armor_check(null, armour_type_against_stun, null, null, stun_armour_penetration)
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target.apply_damage(stamina_damage, STAMINA, blocked = armour_block)
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if(!trait_check)
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target.Knockdown((isnull(stun_override) ? knockdown_time : stun_override))
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@@ -304,10 +303,6 @@
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log_combat(user, user, "accidentally stun attacked [user.p_them()]self due to their clumsiness", src)
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user.do_attack_animation(user)
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/// Handles the penetration value of our baton, called during baton_effect()
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/obj/item/melee/baton/proc/get_stun_penetration_value()
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return stun_armour_penetration
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/obj/item/conversion_kit
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name = "conversion kit"
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desc = "A strange box containing wood working tools and an instruction paper to turn stun batons into something else."
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@@ -410,19 +405,18 @@
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name = "bronze-capped telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded. This one is ranked BRONZE, and thus has mediocre penetrative power."
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icon_state = "telebaton_bronze"
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stun_armour_penetration = 20
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/obj/item/melee/baton/telescopic/silver
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name = "silver-capped telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded. This one is ranked SILVER, and thus has decent penetrative power."
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icon_state = "telebaton_silver"
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stun_armour_penetration = 40
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stun_armour_penetration = 30 // strong enough to pen sec armor
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/obj/item/melee/baton/telescopic/gold
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name = "gold-capped telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded. This one is ranked GOLD, and thus has exceptional penetrative power."
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icon_state = "telebaton_gold"
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stun_armour_penetration = 60
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stun_armour_penetration = 50 // strong enough to pen syndicate modsuits
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/obj/item/melee/baton/telescopic/contractor_baton
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name = "contractor baton"
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@@ -440,7 +434,7 @@
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cooldown = 2.5 SECONDS
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force_say_chance = 80 //very high force say chance because it's funny
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stamina_damage = 85
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stun_armour_penetration = 40
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stun_armour_penetration = 30 // strong enough to pen sec armor
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clumsy_knockdown_time = 24 SECONDS
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affect_cyborg = TRUE
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wait_desc = "still charging!"
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@@ -476,8 +470,6 @@
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force_say_chance = 50
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stamina_damage = 60
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armour_type_against_stun = ENERGY
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// This value is added to our stun armour penetration when called by get_stun_penetration_value(). For giving some batons extra OOMPH.
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var/additional_stun_armour_penetration = 0
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knockdown_time = 5 SECONDS
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clumsy_knockdown_time = 15 SECONDS
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cooldown = 2.5 SECONDS
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@@ -509,8 +501,6 @@
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var/convertible = TRUE //if it can be converted with a conversion kit
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///Whether or not our inhand changes when active.
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var/active_changes_inhand = TRUE
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///Whether or not our baton visibly changes the inhand sprite based on inserted cell
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var/tip_changes_color = TRUE
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///When set, inhand_icon_state defaults to this instead of base_icon_state
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var/base_inhand_state = null
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@@ -581,10 +571,7 @@
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if(active)
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icon_state = "[base_icon_state]_active"
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if(active_changes_inhand)
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if(tip_changes_color)
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inhand_icon_state = "[base_inhand]_active_[get_baton_tip_color()]"
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else
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inhand_icon_state = "[base_inhand]_active"
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inhand_icon_state = "[base_inhand]_active"
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return ..()
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if(!cell)
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icon_state = "[base_icon_state]_nocell"
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@@ -646,35 +633,7 @@
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/// Toggles the stun baton's light
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/obj/item/melee/baton/security/proc/toggle_light()
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set_light_color(get_baton_tip_color(TRUE))
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set_light_on(!light_on)
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return
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/// Change our baton's top color based on the contained cell.
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/obj/item/melee/baton/security/proc/get_baton_tip_color(set_light = FALSE)
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var/tip_type_to_set
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var/tip_light_to_set
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if(cell)
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var/chargepower = cell.maxcharge
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var/zap_value = clamp(chargepower/STANDARD_CELL_CHARGE, 0, 100)
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switch(zap_value)
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if(-INFINITY to 10)
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tip_type_to_set = "orange"
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tip_light_to_set = LIGHT_COLOR_ORANGE
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if(11 to 20)
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tip_type_to_set = "red"
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tip_light_to_set = LIGHT_COLOR_INTENSE_RED
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if(21 to 30)
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tip_type_to_set = "green"
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tip_light_to_set = LIGHT_COLOR_GREEN
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if(31 to INFINITY)
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tip_type_to_set = "blue"
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tip_light_to_set = LIGHT_COLOR_BLUE
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else
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tip_type_to_set = "orange"
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return set_light ? tip_light_to_set : tip_type_to_set
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/obj/item/melee/baton/security/proc/turn_on(mob/user)
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active = TRUE
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@@ -734,13 +693,6 @@
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stun_override = 0 //Avoids knocking people down prematurely.
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return ..()
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/obj/item/melee/baton/security/get_stun_penetration_value()
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if(cell)
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var/chargepower = cell.maxcharge
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var/zap_pen = clamp(chargepower/STANDARD_CELL_CHARGE, 0, 100)
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return zap_pen + additional_stun_armour_penetration
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return stun_armour_penetration + additional_stun_armour_penetration
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/*
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* After a target is hit, we apply some status effects.
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* After a period of time, we then check to see what stun duration we give.
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@@ -866,7 +818,6 @@
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slot_flags = ITEM_SLOT_BACK
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convertible = FALSE
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active_changes_inhand = FALSE
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tip_changes_color = FALSE
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var/obj/item/assembly/igniter/sparkler
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///Determines whether or not we can improve the cattleprod into a new type. Prevents turning the cattleprod subtypes into different subtypes, or wasting materials on making it....another version of itself.
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var/can_upgrade = TRUE
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@@ -932,7 +883,6 @@
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throw_stun_chance = 99 //Have you prayed today?
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convertible = FALSE
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active_changes_inhand = FALSE
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tip_changes_color = FALSE
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*5, /datum/material/gold = SHEET_MATERIAL_AMOUNT)
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/obj/item/melee/baton/security/boomerang/Initialize(mapload)
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@@ -1013,7 +963,7 @@
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knockdown_time = 0.25 SECONDS
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demolition_mod = 1.5
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stamina_damage = 30 // 4 hit stamcrit
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stun_armour_penetration = 30 // bronze-silver telescopic
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stun_armour_penetration = 25 // bronze-silver telescopic
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force = 16 // 7 hit crit
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exposed_wound_bonus = 5
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