/obj/item/shield name = "shield" icon = 'icons/obj/shields.dmi' block_chance = 50 armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70) var/transparent = FALSE // makes beam projectiles pass through the shield /obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK) return TRUE /obj/item/shield/riot name = "riot shield" desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder." icon_state = "riot" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' slot_flags = ITEM_SLOT_BACK force = 10 throwforce = 5 throw_speed = 2 throw_range = 3 w_class = WEIGHT_CLASS_BULKY custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000) attack_verb_continuous = list("shoves", "bashes") attack_verb_simple = list("shove", "bash") var/cooldown = 0 //shield bash cooldown. based on world.time transparent = TRUE max_integrity = 75 material_flags = MATERIAL_NO_EFFECTS /obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(transparent && (hitby.pass_flags & PASSGLASS)) return FALSE if(attack_type == THROWN_PROJECTILE_ATTACK) final_block_chance += 30 if(attack_type == LEAP_ATTACK) final_block_chance = 100 . = ..() if(.) on_shield_block(owner, hitby, attack_text, damage, attack_type) /obj/item/shield/riot/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/melee/baton) || istype(W, /obj/item/melee/classic_baton)) //SKYRAT EDIT CHANGE - SEC_HAUL if(cooldown < world.time - 25) user.visible_message(span_warning("[user] bashes [src] with [W]!")) playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, TRUE) cooldown = world.time else if(istype(W, /obj/item/stack/sheet/mineral/titanium)) if (obj_integrity >= max_integrity) to_chat(user, span_warning("[src] is already in perfect condition.")) else var/obj/item/stack/sheet/mineral/titanium/T = W T.use(1) obj_integrity = max_integrity to_chat(user, span_notice("You repair [src] with [T].")) else return ..() /obj/item/shield/riot/examine(mob/user) . = ..() var/healthpercent = round((obj_integrity/max_integrity) * 100, 1) switch(healthpercent) if(50 to 99) . += span_info("It looks slightly damaged.") if(25 to 50) . += span_info("It appears heavily damaged.") if(0 to 25) . += span_warning("It's falling apart!") /obj/item/shield/riot/proc/shatter(mob/living/carbon/human/owner) playsound(owner, 'sound/effects/glassbr3.ogg', 100) new /obj/item/shard((get_turf(src))) /obj/item/shield/riot/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK) if (obj_integrity <= damage) var/turf/T = get_turf(owner) T.visible_message(span_warning("[hitby] destroys [src]!")) shatter(owner) qdel(src) return FALSE take_damage(damage) return ..() /obj/item/shield/riot/roman name = "\improper Roman shield" desc = "Bears an inscription on the inside: \"Romanes venio domus\"." icon_state = "roman_shield" inhand_icon_state = "roman_shield" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' transparent = FALSE custom_materials = list(/datum/material/iron=8500) max_integrity = 65 /obj/item/shield/riot/roman/fake desc = "Bears an inscription on the inside: \"Romanes venio domus\". It appears to be a bit flimsy." block_chance = 0 armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) max_integrity = 30 /obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner) playsound(owner, 'sound/effects/grillehit.ogg', 100) new /obj/item/stack/sheet/iron(get_turf(src)) /obj/item/shield/riot/buckler name = "wooden buckler" desc = "A medieval wooden buckler." icon_state = "buckler" inhand_icon_state = "buckler" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 10) resistance_flags = FLAMMABLE block_chance = 30 transparent = FALSE max_integrity = 55 w_class = WEIGHT_CLASS_NORMAL /obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner) playsound(owner, 'sound/effects/bang.ogg', 50) new /obj/item/stack/sheet/mineral/wood(get_turf(src)) /obj/item/shield/riot/flash name = "strobe shield" desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs." icon_state = "flashshield" inhand_icon_state = "flashshield" var/obj/item/assembly/flash/handheld/embedded_flash /obj/item/shield/riot/flash/Initialize() . = ..() embedded_flash = new(src) /obj/item/shield/riot/flash/ComponentInitialize() . = .. () AddElement(/datum/element/update_icon_updates_onmob) /obj/item/shield/riot/flash/attack(mob/living/M, mob/user) . = embedded_flash.attack(M, user) update_appearance() /obj/item/shield/riot/flash/attack_self(mob/living/carbon/user) . = embedded_flash.attack_self(user) update_appearance() /obj/item/shield/riot/flash/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) . = ..() if (. && !embedded_flash.burnt_out) embedded_flash.activate() update_appearance() /obj/item/shield/riot/flash/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/assembly/flash/handheld)) var/obj/item/assembly/flash/handheld/flash = W if(flash.burnt_out) to_chat(user, span_warning("No sense replacing it with a broken bulb!")) return else to_chat(user, span_notice("You begin to replace the bulb...")) if(do_after(user, 20, target = user)) if(flash.burnt_out || !flash || QDELETED(flash)) return playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) qdel(embedded_flash) embedded_flash = flash flash.forceMove(src) update_appearance() return ..() /obj/item/shield/riot/flash/emp_act(severity) . = ..() embedded_flash.emp_act(severity) update_appearance() /obj/item/shield/riot/flash/update_icon_state() if(!embedded_flash || embedded_flash.burnt_out) icon_state = "riot" inhand_icon_state = "riot" else icon_state = "flashshield" inhand_icon_state = "flashshield" return ..() /obj/item/shield/riot/flash/examine(mob/user) . = ..() if (embedded_flash?.burnt_out) . += span_info("The mounted bulb has burnt out. You can try replacing it with a new one.") /obj/item/shield/energy name = "energy combat shield" desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere." lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' w_class = WEIGHT_CLASS_TINY attack_verb_continuous = list("shoves", "bashes") attack_verb_simple = list("shove", "bash") throw_range = 5 force = 3 throwforce = 3 throw_speed = 3 base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted var/on_force = 10 var/on_throwforce = 8 var/on_throw_speed = 2 var/active = 0 var/clumsy_check = TRUE /obj/item/shield/energy/Initialize() . = ..() icon_state = "[base_icon_state]0" /obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) return 0 /obj/item/shield/energy/IsReflect() return (active) /obj/item/shield/energy/attack_self(mob/living/carbon/human/user) if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) to_chat(user, span_userdanger("You beat yourself in the head with [src]!")) user.take_bodypart_damage(5) active = !active icon_state = "[base_icon_state][active]" if(active) force = on_force throwforce = on_throwforce throw_speed = on_throw_speed w_class = WEIGHT_CLASS_BULKY playsound(user, 'sound/weapons/saberon.ogg', 35, TRUE) to_chat(user, span_notice("[src] is now active.")) else force = initial(force) throwforce = initial(throwforce) throw_speed = initial(throw_speed) w_class = WEIGHT_CLASS_TINY playsound(user, 'sound/weapons/saberoff.ogg', 35, TRUE) to_chat(user, span_notice("[src] can now be concealed.")) add_fingerprint(user) /obj/item/shield/riot/tele name = "telescopic shield" desc = "An advanced riot shield made of lightweight materials that collapses for easy storage." icon_state = "teleriot0" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' custom_materials = list(/datum/material/iron = 3600, /datum/material/glass = 3600, /datum/material/silver = 270, /datum/material/titanium = 180) slot_flags = null force = 3 throwforce = 3 throw_speed = 3 throw_range = 4 w_class = WEIGHT_CLASS_NORMAL var/active = 0 /obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(active) return ..() return 0 /obj/item/shield/riot/tele/attack_self(mob/living/user) active = !active icon_state = "teleriot[active]" playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE) if(active) force = 8 throwforce = 5 throw_speed = 2 w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK to_chat(user, span_notice("You extend \the [src].")) else force = 3 throwforce = 3 throw_speed = 3 w_class = WEIGHT_CLASS_NORMAL slot_flags = null to_chat(user, span_notice("[src] can now be concealed.")) add_fingerprint(user)