Removes NOSHIELD

This commit is contained in:
KorPhaeron
2015-12-20 15:21:58 -06:00
parent abb9f30031
commit a0923daa0e
9 changed files with 13 additions and 17 deletions
+1 -2
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@@ -11,8 +11,7 @@
#define NODROP 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS 8 // mask allows internals
#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define NOSHIELD 32 // weapon not affected by shield
#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not. // weapon not affected by shield
#define CONDUCT 64 // conducts electricity (metal etc.)
#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
-1
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@@ -198,7 +198,6 @@
item_state = "sword0"
var/active = 0
w_class = 2
flags = NOSHIELD
attack_verb = list("attacked", "struck", "hit")
var/hacked = 0
@@ -32,7 +32,8 @@
throw_range = 5
w_class = 3
w_class_on = 5
flags = CONDUCT | NOSHIELD
flags = CONDUCT
armour_penetration = 100
origin_tech = "combat=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
@@ -53,7 +54,7 @@
sharpness = IS_SHARP
embed_chance = 75
embedded_impact_pain_multiplier = 10
flags = NOSHIELD
armour_penetration = 50
origin_tech = "magnets=3;syndicate=4"
block_chance = 50
var/hacked = 0
@@ -210,7 +211,6 @@
throw_speed = 3
throw_range = 1
w_class = 4//So you can't hide it in your pocket or some such.
flags = NOSHIELD
var/datum/effect_system/spark_spread/spark_system
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
+2 -2
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@@ -208,7 +208,7 @@
wieldsound = 'sound/weapons/saberon.ogg'
unwieldsound = 'sound/weapons/saberoff.ogg'
hitsound = "swing_hit"
flags = NOSHIELD
armour_penetration = 75
origin_tech = "magnets=3;syndicate=4"
item_color = "green"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -305,7 +305,7 @@
throwforce = 20
throw_speed = 4
embedded_impact_pain_multiplier = 3
flags = NOSHIELD
armour_penetration = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = IS_SHARP
+2 -3
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@@ -238,7 +238,7 @@
throw_speed = 2
throw_range = 5
w_class = 2
flags = NOSHIELD
armour_penetration = 100
attack_verb = list("bludgeoned", "whacked", "disciplined")
burn_state = FLAMMABLE
@@ -260,7 +260,6 @@
throw_speed = 2
throw_range = 5
w_class = 2
flags = NOSHIELD
/obj/item/weapon/ectoplasm
name = "ectoplasm"
@@ -303,4 +302,4 @@
desc = "A whip fashioned from the severed tails of lizards."
icon_state = "tailwhip"
origin_tech = "combat=1"
needs_permit = 0
needs_permit = 0
+1 -1
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@@ -20,7 +20,7 @@
throwforce = 0
w_class = 2.0
hitsound = "swing_hit"
flags = NOSHIELD
armour_penetration = 50
var/active = 0
/obj/item/weapon/holo/esword/green
+2 -1
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@@ -103,7 +103,8 @@
throw_speed = 2
throw_range = 3
w_class = 4
flags = CONDUCT | NOSHIELD
flags = CONDUCT
armour_penetration = 20
slot_flags = SLOT_BACK
origin_tech = "materials=2;combat=2"
attack_verb = list("chopped", "sliced", "cut", "reaped")
@@ -72,9 +72,7 @@
/mob/living/carbon/human/proc/check_shields(damage = 0, attack_text = "the attack", atom/movable/AM, attack_type = MELEE_ATTACK, armour_penetration = 0)
var/block_chance_modifier = round(damage / -3)
if(AM)
if(AM.flags & NOSHIELD) //weapon ignores shields altogether
return 0
if(l_hand && !istype(l_hand, /obj/item/clothing))
var/final_block_chance = l_hand.block_chance - (Clamp((armour_penetration-l_hand.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
if(l_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
+1 -1
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@@ -4,7 +4,7 @@
damage = 0
damage_type = OXY
nodamage = 1
flags = NOSHIELD
armour_penetration = 100
flag = "magic"
/obj/item/projectile/magic/death