mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-16 19:53:37 +01:00
a8fe50f4f4
## About The Pull Request
If you use the mech clamp offensively, it actually performs an attack
animation and sound, and properly checks armor and block. It only deals
brute damage.
As a consequence of these changes, it actually logs attacks made against
mobs that die when gibbed.
Also, xenos take x3 damage from the clamp.
## Why It's Good For The Game
This is a pretty sinister kind of attack, as it is completely silent
except for throwing a warning into chat, and can be done even in a large
crowd of people. Someone who isn't aware that the clamp can be used this
way may not even understand what is happening before it is too late.
> block check
While mech melee doesn't normally check block, this is an improvised
attack on a non-combat mech. I think it should stay a bit weak compared
to a proper mech melee in most ways and have some additional
limitations.
> Xenos
I thought this was already a thing. It's thematically on point, no?
## Changelog
🆑
balance: Mech hydraulic clamps perform an attack animation and sound
when attacking mobs.
balance: Mech hydraulic clamps can be blocked and respect armor.
balance: Mech hydraulic clamps do triple damage to xenomorphs.
/🆑
(cherry picked from commit fb9824a401)
486 lines
18 KiB
Plaintext
486 lines
18 KiB
Plaintext
#define BATON_BASH_COOLDOWN (3 SECONDS)
|
|
|
|
/obj/item/shield
|
|
name = "shield"
|
|
icon = 'icons/obj/weapons/shields.dmi'
|
|
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
|
block_chance = 50
|
|
slot_flags = ITEM_SLOT_BACK
|
|
force = 10
|
|
throwforce = 5
|
|
throw_speed = 2
|
|
throw_range = 3
|
|
w_class = WEIGHT_CLASS_BULKY
|
|
attack_verb_continuous = list("shoves", "bashes")
|
|
attack_verb_simple = list("shove", "bash")
|
|
armor_type = /datum/armor/item_shield
|
|
block_sound = 'sound/items/weapons/block_shield.ogg'
|
|
/// makes beam projectiles pass through the shield
|
|
var/transparent = FALSE
|
|
/// if the shield will break by sustaining damage
|
|
var/breakable_by_damage = TRUE
|
|
/// what the shield leaves behind when it breaks
|
|
var/shield_break_leftover = /obj/item/stack/sheet/mineral/wood
|
|
/// sound the shield makes when it breaks
|
|
var/shield_break_sound = 'sound/effects/bang.ogg'
|
|
/// baton bash cooldown
|
|
COOLDOWN_DECLARE(baton_bash)
|
|
/// is shield bashable?
|
|
var/is_bashable = TRUE
|
|
/// sound when a shield is bashed
|
|
var/shield_bash_sound = 'sound/effects/shieldbash.ogg'
|
|
|
|
/datum/armor/item_shield
|
|
melee = 50
|
|
bullet = 50
|
|
laser = 50
|
|
bomb = 30
|
|
fire = 80
|
|
acid = 70
|
|
|
|
/obj/item/shield/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/disarm_attack)
|
|
|
|
/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, damage_type = BRUTE)
|
|
var/effective_block_chance = final_block_chance
|
|
if(transparent && (hitby.pass_flags & PASSGLASS))
|
|
return FALSE
|
|
if(attack_type == THROWN_PROJECTILE_ATTACK)
|
|
effective_block_chance += 30
|
|
if(attack_type == LEAP_ATTACK)
|
|
effective_block_chance = 100
|
|
if(attack_type == OVERWHELMING_ATTACK)
|
|
effective_block_chance -= 25
|
|
final_block_chance = clamp(effective_block_chance, 0, 100)
|
|
. = ..()
|
|
if(.)
|
|
on_shield_block(owner, hitby, attack_text, damage, attack_type, damage_type)
|
|
|
|
/obj/item/shield/examine(mob/user)
|
|
. = ..()
|
|
var/healthpercent = round((atom_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/item_interaction(mob/living/user, obj/item/tool, list/modifiers, is_right_clicking)
|
|
. = ..()
|
|
if(. & ITEM_INTERACT_ANY_BLOCKER)
|
|
return .
|
|
if(!istype(tool, /obj/item/melee/baton) || !is_bashable)
|
|
return .
|
|
if(!COOLDOWN_FINISHED(src, baton_bash))
|
|
return ITEM_INTERACT_BLOCKING
|
|
user.visible_message(span_warning("[user] bashes [src] with [tool]!"))
|
|
playsound(src, shield_bash_sound, 50, TRUE)
|
|
COOLDOWN_START(src, baton_bash, BATON_BASH_COOLDOWN)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/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, damage_type = BRUTE)
|
|
if(!breakable_by_damage || (damage_type != BRUTE && damage_type != BURN))
|
|
return TRUE
|
|
var/penetration = 0
|
|
var/armor_flag = MELEE
|
|
if(isprojectile(hitby))
|
|
var/obj/projectile/bang_bang = hitby
|
|
armor_flag = bang_bang.armor_flag
|
|
penetration = bang_bang.armour_penetration
|
|
else if(isitem(hitby))
|
|
var/obj/item/weapon = hitby
|
|
penetration = weapon.armour_penetration
|
|
else if(isanimal(hitby))
|
|
var/mob/living/simple_animal/critter = hitby
|
|
penetration = critter.armour_penetration
|
|
else if(isbasicmob(hitby))
|
|
var/mob/living/basic/critter = hitby
|
|
penetration = critter.armour_penetration
|
|
take_damage(damage, damage_type, armor_flag, armour_penetration = penetration)
|
|
|
|
/obj/item/shield/atom_destruction(damage_flag)
|
|
playsound(src, shield_break_sound, 50)
|
|
new shield_break_leftover(get_turf(src))
|
|
if(isliving(loc))
|
|
loc.balloon_alert(loc, "shield broken!")
|
|
return ..()
|
|
|
|
/obj/item/shield/buckler
|
|
name = "wooden buckler"
|
|
desc = "A medieval wooden buckler."
|
|
icon_state = "buckler"
|
|
inhand_icon_state = "buckler"
|
|
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10)
|
|
resistance_flags = FLAMMABLE
|
|
block_chance = 30
|
|
max_integrity = 55
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/shield/buckler/moonflower
|
|
name = "moonflower buckler"
|
|
desc = "A buckler made from a steel-cap reinforced moonflower."
|
|
icon_state = "moonflower_buckler"
|
|
inhand_icon_state = "moonflower_buckler"
|
|
block_chance = 40
|
|
max_integrity = 40
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/shield/kite
|
|
name = "kite shield"
|
|
desc = "Protect your internal organs with this almond shaped shield."
|
|
icon_state = "kite"
|
|
inhand_icon_state = "kite"
|
|
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 15)
|
|
shield_break_sound = 'sound/effects/grillehit.ogg'
|
|
max_integrity = 60
|
|
|
|
/obj/item/shield/roman
|
|
name = "\improper Roman shield"
|
|
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
|
|
icon_state = "roman_shield"
|
|
inhand_icon_state = "roman_shield"
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 4.25)
|
|
max_integrity = 65
|
|
shield_break_sound = 'sound/effects/grillehit.ogg'
|
|
shield_break_leftover = /obj/item/stack/sheet/iron
|
|
|
|
/obj/item/shield/roman/fake
|
|
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
|
|
block_chance = 0
|
|
armor_type = /datum/armor/none
|
|
max_integrity = 30
|
|
|
|
/datum/armor/item_shield/riot
|
|
melee = 80
|
|
bullet = 20
|
|
laser = 20
|
|
|
|
/obj/item/shield/riot
|
|
name = "riot shield"
|
|
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder, less so bullets and laser beams."
|
|
icon_state = "riot"
|
|
inhand_icon_state = "riot"
|
|
custom_materials = list(/datum/material/glass= SHEET_MATERIAL_AMOUNT * 3.75, /datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT)
|
|
transparent = TRUE
|
|
max_integrity = 75
|
|
shield_break_sound = 'sound/effects/glass/glassbr3.ogg'
|
|
shield_break_leftover = /obj/item/shard
|
|
armor_type = /datum/armor/item_shield/riot
|
|
pickup_sound = 'sound/items/handling/shield/plastic_shield_pick_up.ogg'
|
|
drop_sound = 'sound/items/handling/shield/plastic_shield_drop.ogg'
|
|
|
|
/obj/item/shield/riot/Initialize(mapload)
|
|
. = ..()
|
|
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/strobeshield)
|
|
|
|
AddElement(
|
|
/datum/element/slapcrafting,\
|
|
slapcraft_recipes = slapcraft_recipe_list,\
|
|
)
|
|
|
|
/obj/item/shield/riot/attackby(obj/item/attackby_item, mob/user, list/modifiers, list/attack_modifiers)
|
|
if(istype(attackby_item, /obj/item/stack/sheet/mineral/titanium))
|
|
if (atom_integrity >= max_integrity)
|
|
to_chat(user, span_warning("[src] is already in perfect condition."))
|
|
return
|
|
var/obj/item/stack/sheet/mineral/titanium/titanium_sheet = attackby_item
|
|
titanium_sheet.use(1)
|
|
atom_integrity = max_integrity
|
|
to_chat(user, span_notice("You repair [src] with [titanium_sheet]."))
|
|
return
|
|
return ..()
|
|
|
|
/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/assembly/flash/handheld
|
|
|
|
/obj/item/shield/riot/flash/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/update_icon_updates_onmob)
|
|
if(embedded_flash)
|
|
embedded_flash = new(src)
|
|
embedded_flash.set_light_flags(embedded_flash.light_flags | LIGHT_ATTACHED)
|
|
update_appearance(UPDATE_ICON)
|
|
|
|
/obj/item/shield/riot/flash/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
|
|
if(istype(arrived, /obj/item/assembly/flash/handheld))
|
|
embedded_flash = arrived
|
|
embedded_flash.set_light_flags(embedded_flash.light_flags | LIGHT_ATTACHED)
|
|
update_appearance(UPDATE_ICON)
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/Exited(atom/movable/gone, direction)
|
|
if(gone == embedded_flash)
|
|
embedded_flash.set_light_flags(embedded_flash.light_flags & ~LIGHT_ATTACHED)
|
|
embedded_flash = null
|
|
update_appearance(UPDATE_ICON)
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/vv_edit_var(vname, vval)
|
|
. = ..()
|
|
if(vname == NAMEOF(src, embedded_flash))
|
|
update_appearance(UPDATE_ICON)
|
|
|
|
/obj/item/shield/riot/flash/Destroy(force)
|
|
QDEL_NULL(embedded_flash)
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/attack(mob/living/target_mob, mob/living/user)
|
|
if(user.combat_mode)
|
|
return ..()
|
|
flash_away(user, target_mob)
|
|
|
|
/obj/item/shield/riot/flash/attack_self(mob/living/carbon/user)
|
|
flash_away(user)
|
|
|
|
/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(.)
|
|
flash_away(owner)
|
|
|
|
///Handles calls for the actual flash object + plays the flashing animations.
|
|
/obj/item/shield/riot/flash/proc/flash_away(mob/owner, mob/target, animation_only)
|
|
if(QDELETED(embedded_flash) || (embedded_flash.burnt_out && !animation_only))
|
|
return
|
|
var/flick = animation_only ? TRUE : (target ? embedded_flash.attack(target, owner) : embedded_flash.AOE_flash(user = owner))
|
|
if(!flick && !embedded_flash.burnt_out)
|
|
return
|
|
flick("flashshield_flash", src)
|
|
inhand_icon_state = "flashshield_flash"
|
|
owner?.update_held_items()
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_appearance)), 0.5 SECONDS, (TIMER_UNIQUE|TIMER_OVERRIDE)) //.5 second delay so the inhands sprite finishes its anim since inhands don't support flick().
|
|
|
|
/obj/item/shield/riot/flash/attackby(obj/item/attackby_item, mob/user)
|
|
if(istype(attackby_item, /obj/item/assembly/flash/handheld))
|
|
var/obj/item/assembly/flash/handheld/flash = attackby_item
|
|
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, 2 SECONDS, target = user))
|
|
if(QDELETED(flash) || flash.burnt_out)
|
|
return
|
|
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
|
|
qdel(embedded_flash)
|
|
flash.forceMove(src)
|
|
return
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/emp_act(severity)
|
|
. = ..()
|
|
if(QDELETED(embedded_flash) || embedded_flash.burnt_out)
|
|
return
|
|
embedded_flash.emp_act(severity)
|
|
if(embedded_flash.burnt_out) // a little hacky but no good way to check otherwise.
|
|
flash_away((ismob(loc) ? loc : null), animation_only = TRUE)
|
|
|
|
/obj/item/shield/riot/flash/update_icon_state()
|
|
if(QDELETED(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 <b>flash</b>.")
|
|
|
|
/obj/item/shield/energy
|
|
name = "combat energy shield"
|
|
desc = "A hardlight shield capable of reflecting blocked energy projectiles, as well as providing well-rounded defense from most all other attacks."
|
|
icon_state = "eshield"
|
|
inhand_icon_state = "eshield"
|
|
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
|
|
breakable_by_damage = FALSE
|
|
block_sound = 'sound/items/weapons/block_blade.ogg'
|
|
is_bashable = FALSE // Gotta wait till it activates y'know
|
|
shield_bash_sound = 'sound/effects/energyshieldbash.ogg'
|
|
/// Force of the shield when active.
|
|
var/active_force = 10
|
|
/// Throwforce of the shield when active.
|
|
var/active_throwforce = 8
|
|
/// Throwspeed of ethe shield when active.
|
|
var/active_throw_speed = 2
|
|
/// Whether clumsy people can transform this without side effects.
|
|
var/can_clumsy_use = FALSE
|
|
/// The chance for projectiles to be reflected by the shield
|
|
var/reflection_probability = 50
|
|
|
|
/obj/item/shield/energy/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = active_force, \
|
|
throwforce_on = active_throwforce, \
|
|
throw_speed_on = active_throw_speed, \
|
|
hitsound_on = hitsound, \
|
|
clumsy_check = !can_clumsy_use, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
RegisterSignal(src, COMSIG_ITEM_CAN_DISARM_ATTACK, PROC_REF(can_disarm_attack))
|
|
|
|
/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, damage_type = BRUTE)
|
|
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
return FALSE
|
|
|
|
var/effective_block_chance = final_block_chance
|
|
if(attack_type == OVERWHELMING_ATTACK)
|
|
effective_block_chance -= 25
|
|
|
|
if(attack_type == PROJECTILE_ATTACK)
|
|
var/obj/projectile/our_projectile = hitby
|
|
|
|
if(our_projectile.reflectable) //We handle this via IsReflect() instead.
|
|
effective_block_chance = 0
|
|
final_block_chance = clamp(effective_block_chance, 0, 100)
|
|
return ..()
|
|
|
|
/obj/item/shield/energy/IsReflect()
|
|
return HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) && prob(reflection_probability)
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*/
|
|
/obj/item/shield/energy/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(user)
|
|
balloon_alert(user, active ? "activated" : "deactivated")
|
|
playsound(src, active ? 'sound/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 35, TRUE)
|
|
is_bashable = !is_bashable
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/shield/energy/proc/can_disarm_attack(datum/source, mob/living/victim, mob/living/user, send_message = TRUE)
|
|
SIGNAL_HANDLER
|
|
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
if(send_message)
|
|
balloon_alert(user, "activate it first!")
|
|
return COMPONENT_BLOCK_ITEM_DISARM_ATTACK
|
|
|
|
/obj/item/shield/energy/advanced
|
|
name = "advanced combat energy shield"
|
|
desc = "A hardlight shield capable of reflecting all energy projectiles, as well as providing well-rounded defense from most all other attacks. \
|
|
Often employed by Nanotrasen deathsquads."
|
|
icon_state = "advanced_eshield"
|
|
inhand_icon_state = "advanced_eshield"
|
|
reflection_probability = 100 //Guaranteed reflection
|
|
|
|
/obj/item/shield/riot/tele
|
|
name = "telescopic shield"
|
|
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
|
|
icon_state = "teleriot"
|
|
inhand_icon_state = "teleriot"
|
|
worn_icon_state = "teleriot"
|
|
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 2.7, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 1.8)
|
|
slot_flags = null
|
|
force = 3
|
|
throwforce = 3
|
|
throw_speed = 3
|
|
throw_range = 4
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/shield/riot/tele/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = 8, \
|
|
throwforce_on = 5, \
|
|
throw_speed_on = 2, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = WEIGHT_CLASS_BULKY, \
|
|
attack_verb_continuous_on = list("smacks", "strikes", "cracks", "beats"), \
|
|
attack_verb_simple_on = list("smack", "strike", "crack", "beat"), \
|
|
)
|
|
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
RegisterSignal(src, COMSIG_ITEM_CAN_DISARM_ATTACK, PROC_REF(can_disarm_attack))
|
|
|
|
/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, damage_type = BRUTE)
|
|
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
return ..()
|
|
return FALSE
|
|
|
|
/**
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Allows it to be placed on back slot when active.
|
|
*/
|
|
/obj/item/shield/riot/tele/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
slot_flags = active ? ITEM_SLOT_BACK : null
|
|
if(user)
|
|
balloon_alert(user, active ? "extended" : "collapsed")
|
|
playsound(src, 'sound/items/weapons/batonextend.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/shield/riot/tele/proc/can_disarm_attack(datum/source, mob/living/victim, mob/living/user, send_message = TRUE)
|
|
SIGNAL_HANDLER
|
|
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
if(send_message)
|
|
balloon_alert(user, "extend it first!")
|
|
return COMPONENT_BLOCK_ITEM_DISARM_ATTACK
|
|
|
|
/datum/armor/item_shield/ballistic
|
|
melee = 30
|
|
bullet = 85
|
|
bomb = 10
|
|
laser = 80
|
|
|
|
/obj/item/shield/ballistic
|
|
name = "ballistic shield"
|
|
desc = "A heavy shield designed for blocking projectiles, weaker to melee."
|
|
icon_state = "ballistic"
|
|
inhand_icon_state = "ballistic"
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT)
|
|
max_integrity = 75
|
|
shield_break_leftover = /obj/item/stack/rods/ten
|
|
armor_type = /datum/armor/item_shield/ballistic
|
|
|
|
/obj/item/shield/ballistic/attackby(obj/item/attackby_item, mob/user, list/modifiers, list/attack_modifiers)
|
|
if(istype(attackby_item, /obj/item/stack/sheet/mineral/titanium))
|
|
if (atom_integrity >= max_integrity)
|
|
to_chat(user, span_warning("[src] is already in perfect condition."))
|
|
return
|
|
var/obj/item/stack/sheet/mineral/titanium/titanium_sheet = attackby_item
|
|
titanium_sheet.use(1)
|
|
atom_integrity = max_integrity
|
|
to_chat(user, span_notice("You repair [src] with [titanium_sheet]."))
|
|
return
|
|
return ..()
|
|
|
|
/datum/armor/item_shield/improvised
|
|
melee = 40
|
|
bullet = 30
|
|
laser = 30
|
|
|
|
/obj/item/shield/improvised
|
|
name = "improvised shield"
|
|
desc = "A crude shield made out of several sheets of iron taped together, not very durable."
|
|
icon_state = "improvised"
|
|
inhand_icon_state = "improvised"
|
|
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 2)
|
|
max_integrity = 35
|
|
shield_break_leftover = /obj/item/stack/rods/two
|
|
armor_type = /datum/armor/item_shield/improvised
|
|
block_sound = 'sound/items/trayhit/trayhit2.ogg'
|
|
|
|
#undef BATON_BASH_COOLDOWN
|