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Adds personal shield generators. [READY FOR MERGE]
This commit is contained in:
@@ -10,7 +10,11 @@
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active_power_usage = 40000 //40 kW
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var/efficiency = 40000 //will provide the modified power rate when upgraded
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var/obj/item/charging = null
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<<<<<<< HEAD
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var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/modular_computer, /obj/item/weapon/computer_hardware/battery_module, /obj/item/weapon/cell, /obj/item/device/suit_cooling_unit/emergency, /obj/item/device/flashlight, /obj/item/device/electronic_assembly, /obj/item/weapon/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/device/flash, /obj/item/device/defib_kit, /obj/item/ammo_casing/microbattery, /obj/item/device/paicard, /obj/item/ammo_magazine/cell_mag, /obj/item/weapon/gun/projectile/cell_loaded) // CHOMPedit: medigun stuff
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=======
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var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/modular_computer, /obj/item/weapon/computer_hardware/battery_module, /obj/item/weapon/cell, /obj/item/device/suit_cooling_unit/emergency, /obj/item/device/flashlight, /obj/item/device/electronic_assembly, /obj/item/weapon/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/device/flash, /obj/item/device/defib_kit, /obj/item/ammo_casing/microbattery, /obj/item/device/paicard, /obj/item/device/personal_shield_generator) //VOREStation Add - NSFW Batteries
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>>>>>>> 95138e4672... Merge pull request #13696 from Cameron653/TEST
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var/icon_state_charged = "recharger2"
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var/icon_state_charging = "recharger1"
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var/icon_state_idle = "recharger0" //also when unpowered
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601
code/game/objects/items/devices/personal_shield_generator_vr.dm
Normal file
601
code/game/objects/items/devices/personal_shield_generator_vr.dm
Normal file
@@ -0,0 +1,601 @@
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// TO ANYBODY LOOKING AT THIS FILE:
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// Everything is mostly commented on to give as much detailed information as possible.
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// Some things may be difficult to understand, but every variable in here has a comment explaining what it is/does.
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// The base unit, the 'personal_shield_generator' is a backpack, comes with a gun, and has normal numbers for everything.
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// The belt units do NOT come with a gun and have a cell that is half the capacity of backpack units.
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// These can be VERY, VERY, VERY strong if too many are handed out, the cell is too strong, or the modifier is too strong.
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// Additionally, if you are mapping any of these in, ensure you map in the /loaded versions or else they won't have a battery.
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// I have also made it so you can modify everything about them, including the modifier they give and the cell, which can be changed via mapping.
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// In essence, these can be viewed as an extra layer of armor that has upsides and downsides with more extensive features.
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// Shield generators apply PRE armor. Ultimately this shouldn't matter too much, but it makes more sense this way.
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// There are a good amount of variants in here, ranging from mining to security to misc ones.
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// If you want to make a variant, you need to only change modifier_type and make the modifier desired.
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/obj/item/device/personal_shield_generator
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name = "personal shield generator"
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desc = "A personal shield generator."
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icon = 'icons/obj/items_vr.dmi'
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icon_state = "shield_pack"
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item_state = "defibunit" //Placeholder
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slot_flags = SLOT_BACK
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force = 5
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throwforce = 6
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preserve_item = 1
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w_class = ITEMSIZE_HUGE //It's a giant shield generator!!!
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unacidable = TRUE
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origin_tech = list(TECH_MATERIAL = 6, TECH_COMBAT = 8, TECH_POWER = 6, TECH_DATA = 4) //These are limited AND high tech. Breaking one of them down is massive.
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action_button_name = "Toggle Shield"
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var/obj/item/weapon/gun/energy/gun/generator/active_weapon
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var/obj/item/weapon/cell/device/bcell = null
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var/generator_hit_cost = 100 // Power used when a special effect (such as a bullet being blocked) is performed! Could also be expanded to other things.
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var/generator_active_cost = 10 // Power used when turned on.
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var/damage_cost = 25 // 40 damage absorbed per 1000 charge.
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var/modifier_type = /datum/modifier/shield_projection // What type of modifier will it add? Used for variant modifiers!
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var/has_weapon = 1 // Backpack units generally have weapons.
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var/shield_active = 0 // If the shield gen is active.
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var/effect_color = "#99FFFF" // Allows for changing shield colors. Default cyan.
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/obj/item/device/personal_shield_generator/get_cell()
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return bcell
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/obj/item/device/personal_shield_generator/New()
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..()
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if(ispath(bcell))
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bcell = new bcell(src)
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if(has_weapon)
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if(ispath(active_weapon))
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active_weapon = new active_weapon(src, src)
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active_weapon.power_supply = bcell
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else
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active_weapon = new(src, src)
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active_weapon.power_supply = bcell
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else
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verbs -= /obj/item/device/personal_shield_generator/verb/weapon_toggle
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STOP_PROCESSING(SSobj, src) //We do this so it doesn't start processing until it's first used.
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update_icon()
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/obj/item/device/personal_shield_generator/Destroy()
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. = ..()
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QDEL_NULL(active_weapon)
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QDEL_NULL(bcell)
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/obj/item/device/personal_shield_generator/loaded //starts with a cell
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bcell = /obj/item/weapon/cell/device/shield_generator/backpack
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/obj/item/device/personal_shield_generator/update_icon()
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if(shield_active)
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icon_state = "shieldpack_basic_on"
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else
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icon_state = "shieldpack_basic"
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/obj/item/device/personal_shield_generator/examine(mob/user)
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. = ..()
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if(Adjacent(user))
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if(bcell)
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. += "The internal cell is [round(bcell.percent() )]% charged."
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else
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. += "The device has no cell installed."
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return
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if(damage_cost) //Prevention of dividing by 0 errors.
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. += "It reads that it can take [bcell.charge/damage_cost] more damage before the shield goes down."
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if(bcell.self_recharge && bcell.charge_amount)
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. += "This model is self charging and will take [bcell.maxcharge/bcell.charge_amount] seconds to fully charge from empty."
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if(bcell.rigged)
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. += "A red flashing 'WARNING' is visible on the display, noting that the cell is unstable and requires replacement."
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/* //This would be cool, but we need sprites.
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cut_overlays()
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if(has_weapon && active_weapon && active_weapon.loc == src) //in case gun gets destroyed somehow.
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add_overlay("[initial(icon_state)]-paddles")
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if(bcell)
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if(bcell.check_charge(generator_hit_cost)) //Can we take a blow?
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add_overlay("[initial(icon_state)]-powered")
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else if(has_weapon && active_weapon)
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if(bcell.check_charge(active_weapon.charge_cost)) //We got enough to go pew pew?
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add_overlay("[initial(icon_state)]-powered")
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var/ratio = CEILING(bcell.percent()/25, 1) * 25
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add_overlay("[initial(icon_state)]-charge[ratio]")
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else
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add_overlay("[initial(icon_state)]-nocell")
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*/
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/obj/item/device/personal_shield_generator/emp_act(severity)
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if(bcell && shield_active)
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switch(severity)
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if(1) //Point blank EMP shots have a good chance of burning the cell charge.
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if(prob(50))
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bcell.emp_act(severity)
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if(prob(5)) //1 in 20% chance to fry the battery completly, which has a 1/10 chance of making the battery explode on next use.
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bcell.corrupt() //Not too bad if you slotted a battery in. Disasterous if it has a self-charging battery.
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if(bcell.rigged) //Did the above just rig the cell? Turn it off. Don't immediately have it go boom. Instead have the cell blow soon-ish.
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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shield_active = 0
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if(bcell.charge_delay) //It WILL blow up soon. Downside of self-charging cells.
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to_chat(src.loc, "<span class='critical'>Your shield generator sparks and suddenly goes down! A warning message pops up on screen: \
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'WARNING, INTERNAL CELL MELTDOWN IMMINENT. TIME TILL EXPLOSION: [bcell.charge_delay/10] SECONDS. DISCARD UNIT IMMEDIATELY!'</span>")
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else //It won't blow up unless you turn it back on again. Upside of using non-charging cells.
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to_chat(src.loc, "<span class='critical'>Your shield generator sparks and suddenly goes down! A warning message pops up on screen: \
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'WARNING, INTERNAL CELL CRITICALLY DAMAGED. REPLACE CELL IMMEDIATELY.'</span>")
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STOP_PROCESSING(SSobj, src)
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update_icon()
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else
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if(prob(25))
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bcell.emp_act(severity)
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..()
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/obj/item/device/personal_shield_generator/ui_action_click()
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toggle_shield()
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/obj/item/device/personal_shield_generator/attack_hand(mob/user)
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if(loc == user)
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toggle_shield()
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else
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..()
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/obj/item/device/personal_shield_generator/AltClick(mob/living/user)
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weapon_toggle()
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/obj/item/device/personal_shield_generator/MouseDrop()
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if(ismob(src.loc))
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if(!CanMouseDrop(src))
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return
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var/mob/M = src.loc
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if(!M.unEquip(src))
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return
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src.add_fingerprint(usr)
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M.put_in_any_hand_if_possible(src)
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/obj/item/device/personal_shield_generator/attackby(obj/item/weapon/W, mob/user, params)
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if(W == active_weapon)
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reattach_gun(user)
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else if(istype(W, /obj/item/weapon/cell))
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if(bcell)
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to_chat(user, "<span class='notice'>\The [src] already has a cell.</span>")
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else if(!istype(W, /obj/item/weapon/cell/device/weapon)) //Weapon cells only!
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to_chat(user, "<span class='notice'>This cell will not fit in the device.</span>")
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else
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if(!user.unEquip(W))
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return
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W.forceMove(src)
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bcell = W
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if(active_weapon)
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active_weapon.power_supply = bcell
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to_chat(user, "<span class='notice'>You install a cell in \the [src].</span>")
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update_icon()
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else if(W.is_screwdriver())
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if(bcell)
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if(istype(bcell, /obj/item/weapon/cell/device/shield_generator)) //No stealing self charging batteries!
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var/choice = tgui_alert(user, "A popup appears on the device 'REMOVING THE INTERNAL CELL WILL DESTROY THE BATTERY. DO YOU WISH TO CONTINUE?'...Well, do you?", "Selection List", list("Cancel", "Remove"))
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if(choice == "Remove") //Warned you...
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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bcell.forceMove(get_turf(src.loc))
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qdel(bcell)
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bcell = null //Sanity.
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if(active_weapon)
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reattach_gun() //Put the gun back if it's out. No shooting if we don't have a cell!
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active_weapon.power_supply = null //No power cell anymore!
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to_chat(user, "<span class='notice'>You remove the cell from \the [src], destroying the battery.</span>")
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update_icon()
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return
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else
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return
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else
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bcell.update_icon()
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bcell.forceMove(get_turf(src.loc))
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bcell = null
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if(active_weapon)
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reattach_gun() //Put the gun back if it's out. No shooting if we don't have a cell!
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active_weapon.power_supply = null //No power cell anymore!
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to_chat(user, "<span class='notice'>You remove the cell from \the [src].</span>")
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update_icon()
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else if(istype(W,/obj/item/device/multitool))
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var/new_color = input(usr, "Choose a color to set the shield to!", "", effect_color) as color|null
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if(new_color)
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effect_color = new_color
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else
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return ..()
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// TODO: EMAG ACT
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// Perhaps make it so emagging the generator gives two options: One to rig the cell (stealthily) and one to disable the safeties (supercharge it)
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// Disabling the safeties would make it a stronger variant but boost the 'damage_cost' perhaps. Dunno.
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// We're an RP server so emags don't come into play except for random trash finds. Meaning it'd be RNG if you could 'supercharge' your shield genrator.
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// This would kind of be like people being able to emag the NIFSoft for bloodletters & all the buffs that come with an emagged NIFSoft.
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// Making it so emagging the weapon it comes with would also be a good idea. Different modes, perhaps?
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/*
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/obj/item/device/personal_shield_generator/emag_act(var/remaining_charges, var/mob/user)
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if(active_weapon)
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. = active_weapon.emag_act(user)
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update_icon()
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return
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*/
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//Gun stuff
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/obj/item/device/personal_shield_generator/verb/toggle_shield()
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set name = "Toggle Shield"
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set category = "Object"
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var/mob/living/carbon/human/user = usr
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if(user.last_special > world.time)
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return
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user.last_special = world.time + 10 //No spamming!
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if(!bcell || !bcell.check_charge(generator_hit_cost) || !bcell.check_charge(generator_active_cost))
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to_chat(user, "<span class='warning'>You require a charged cell to do this!</span>")
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return
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if(!slot_check())
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to_chat(user, "<span class='warning'>You need to equip [src] before starting the shield up!</span>")
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return
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else
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if(shield_active)
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shield_active = !shield_active //Deactivate the shield!
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to_chat(user, "<span class='warning'>You deactive the shield!</span>")
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user.remove_modifiers_of_type(/datum/modifier/shield_projection)
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STOP_PROCESSING(SSobj, src)
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playsound(src, 'sound/weapons/saberoff.ogg', 50, 1) //Shield turning off! PLACEHOLDER
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else
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shield_active = !shield_active
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to_chat(user, "<span class='warning'>You activate the shield!</span>")
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user.remove_modifiers_of_type(/datum/modifier/shield_projection) //Just to make sure they aren't using two at once!
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user.add_modifier(modifier_type)
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user.update_modifier_visuals() //Forces coloration to WORK.
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START_PROCESSING(SSobj, src) //Let's only bother draining power when we're being used!
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playsound(src, 'sound/weapons/saberon.ogg', 50, 1) //Shield turning off! PLACEHOLDER
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update_icon()
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/obj/item/device/personal_shield_generator/verb/weapon_toggle() //Make this work on Alt-Click
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set name = "Toggle Gun"
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set category = "Object"
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var/mob/living/carbon/human/user = usr
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if(user.last_special > world.time)
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return
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user.last_special = world.time + 10 //No spamming!
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if(!active_weapon)
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to_chat(user, "<span class='warning'>The gun is missing!</span>")
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return
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if(!bcell)
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to_chat(user, "<span class='warning'>The gun requires a power supply!</span>")
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return
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if(active_weapon.loc != src)
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reattach_gun(user) //Remove from their hands and back onto the defib unit
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return
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if(!slot_check())
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to_chat(user, "<span class='warning'>You need to equip [src] before taking out [active_weapon].</span>")
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else
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if(!usr.put_in_hands(active_weapon)) //Detach the gun into the user's hands
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to_chat(user, "<span class='warning'>You need a free hand to hold the gun!</span>")
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update_icon() //success
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/obj/item/device/personal_shield_generator/process()
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if(!bcell) //They removed the battery midway.
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if(istype(loc, /mob/living/carbon/human)) //We on someone? Tell them it turned off.
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var/mob/living/carbon/human/user = loc
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to_chat(user, "<span class='warning'>The shield deactivates! An error message pops up on screen: 'Cell missing. Cell replacement required.'</span>")
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user.remove_modifiers_of_type(/datum/modifier/shield_projection)
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shield_active = 0
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STOP_PROCESSING(SSobj, src)
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update_icon()
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playsound(src, 'sound/weapons/saberoff.ogg', 50, 1) //Shield turning off! PLACEHOLDER
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return
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if(shield_active)
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if(bcell.rigged) //They turned it back on after it was rigged to go boom.
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if(istype(loc, /mob/living/carbon/human)) //Deactivate the shield, first. You're not getting reduced damage...
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var/mob/living/carbon/human/user = loc
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to_chat(user, "<span class='warning'>The shield deactivates, an error message popping up on screen: 'Cell Reactor Critically damaged. Cell replacement required.'</span>")
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user.remove_modifiers_of_type(/datum/modifier/shield_projection)
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if(active_weapon) //Retract the gun. There's about to be no cell anymore.
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reattach_gun()
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active_weapon.power_supply = null
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bcell.use(generator_active_cost) //Causes it to go boom.
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bcell = null
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shield_active = 0
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||||
STOP_PROCESSING(SSobj, src)
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||||
update_icon()
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return
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||||
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else //Normal operation.
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||||
bcell.use(generator_active_cost)
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if(bcell.charge < generator_hit_cost || bcell.charge < generator_active_cost) //Out of charge...
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shield_active = 0
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if(istype(loc, /mob/living/carbon/human)) //We on someone? Tell them it turned off.
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var/mob/living/carbon/human/user = loc
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to_chat(user, "<span class='warning'>The shield deactivates, an error message popping up on screen: 'Cell out of charge.'</span>")
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user.remove_modifiers_of_type(/datum/modifier/shield_projection)
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||||
STOP_PROCESSING(SSobj, src)
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||||
update_icon()
|
||||
playsound(src, 'sound/weapons/saberoff.ogg', 50, 1) //Shield turning off! PLACEHOLDER
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||||
return
|
||||
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||||
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||||
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||||
//checks that the base unit is in the correct slot to be used
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||||
/obj/item/device/personal_shield_generator/proc/slot_check()
|
||||
var/mob/M = loc
|
||||
if(!istype(M))
|
||||
return 0 //not equipped
|
||||
|
||||
if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src)
|
||||
return 1
|
||||
if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_belt) == src)
|
||||
return 1
|
||||
//RIGSuit compatability. This shouldn't be possible, however, except for select RIGs.
|
||||
if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_s_store) == src)
|
||||
return 1
|
||||
if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_s_store) == src)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/device/personal_shield_generator/dropped(mob/user)
|
||||
..()
|
||||
reattach_gun(user) //A gun attached to a base unit should never exist outside of their base unit or the mob equipping the base unit
|
||||
|
||||
/obj/item/device/personal_shield_generator/proc/reattach_gun(mob/user)
|
||||
if(!active_weapon) return
|
||||
|
||||
if(ismob(active_weapon.loc))
|
||||
var/mob/M = active_weapon.loc
|
||||
if(M.drop_from_inventory(active_weapon, src))
|
||||
to_chat(user, "<span class='notice'>\The [active_weapon] snaps back into the main unit.</span>")
|
||||
else
|
||||
active_weapon.forceMove(src)
|
||||
|
||||
update_icon()
|
||||
|
||||
//The gun
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/generator //The gun attached to the personal shield generator.
|
||||
name = "generator gun"
|
||||
desc = "A gun that is attached to the battery of the personal shield generator."
|
||||
icon_state = "egunstun"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
fire_delay = 8
|
||||
use_external_power = TRUE
|
||||
cell_type = null //No cell! It runs off the cell in the shield_gen!
|
||||
|
||||
projectile_type = /obj/item/projectile/beam/stun/med
|
||||
modifystate = "egunstun"
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="egunstun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240),
|
||||
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="egunkill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
|
||||
)
|
||||
|
||||
var/obj/item/device/personal_shield_generator/shield_generator //The generator we are linked to!
|
||||
var/wielded = 0
|
||||
var/cooldown = 0
|
||||
var/busy = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/generator/New(newloc, obj/item/device/personal_shield_generator/shield_gen)
|
||||
..(newloc)
|
||||
shield_generator = shield_gen
|
||||
power_supply = shield_generator.bcell
|
||||
|
||||
/* //Unused. Use for large guns.
|
||||
/obj/item/weapon/gun/energy/gun/generator/update_held_icon()
|
||||
var/mob/living/M = loc
|
||||
if(istype(M) && M.item_is_in_hands(src) && !M.hands_are_full())
|
||||
wielded = 1
|
||||
name = "[initial(name)] (wielded)"
|
||||
else
|
||||
wielded = 0
|
||||
name = initial(name)
|
||||
update_icon()
|
||||
..()
|
||||
*/
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/generator/proc/can_use(mob/user, mob/M)
|
||||
if(busy)
|
||||
return 0
|
||||
if(!check_charge(charge_cost))
|
||||
to_chat(user, "<span class='warning'>\The [src] doesn't have enough charge left to do that.</span>")
|
||||
return 0
|
||||
if(!wielded && !isrobot(user))
|
||||
to_chat(user, "<span class='warning'>You need to wield the gun with both hands before you can use it on someone!</span>")
|
||||
return 0
|
||||
if(cooldown)
|
||||
to_chat(user, "<span class='warning'>\The [src] are re-energizing!</span>")
|
||||
return 0
|
||||
return 1
|
||||
|
||||
// TODO: EMP ACT
|
||||
// The cell already gets hit and can have some nasty effects when EMP'd, so this isn't too much of a concern.
|
||||
|
||||
/*
|
||||
/obj/item/weapon/gun/energy/gun/generator/emp_act(severity)
|
||||
..()
|
||||
*/
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/generator/dropped(mob/user)
|
||||
..() //update twohanding
|
||||
if(shield_generator)
|
||||
shield_generator.reattach_gun(user)
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/check_charge(var/charge_amt) //In case using any other guns.
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/checked_use(var/charge_amt) //In case using any other guns.
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/generator/check_charge(var/charge_amt)
|
||||
return (shield_generator.bcell && shield_generator.bcell.check_charge(charge_amt))
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/generator/checked_use(var/charge_amt)
|
||||
return (shield_generator.bcell && shield_generator.bcell.checked_use(charge_amt))
|
||||
|
||||
|
||||
|
||||
//VARIANTS.
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt
|
||||
name = "personal shield generator"
|
||||
desc = "A personal shield generator."
|
||||
icon_state = "shield_back_active"
|
||||
item_state = "shield_pack"
|
||||
w_class = ITEMSIZE_LARGE //No putting these in backpacks!
|
||||
slot_flags = SLOT_BELT
|
||||
has_weapon = 0 //No gun with the belt!
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/loaded
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/update_icon()
|
||||
if(shield_active)
|
||||
icon_state = "shieldpack_basic_on"
|
||||
else
|
||||
icon_state = "shieldpack_basic"
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/bruteburn //Example of a modified generator.
|
||||
modifier_type = /datum/modifier/shield_projection/bruteburn
|
||||
/obj/item/device/personal_shield_generator/belt/bruteburn/loaded //If mapped in, ONLY put loaded ones down.
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator
|
||||
|
||||
// Mining belts
|
||||
/obj/item/device/personal_shield_generator/belt/mining
|
||||
name = "mining PSG"
|
||||
desc = "A personal shield generator designed for mining. It has a warning on the back: 'Do NOT expose the shield to stun-based weaponry.'"
|
||||
modifier_type = /datum/modifier/shield_projection/mining
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/mining/loaded
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/mining/update_icon()
|
||||
if(shield_active)
|
||||
icon_state = "shieldpack_mining_on"
|
||||
else
|
||||
icon_state = "shieldpack_mining"
|
||||
|
||||
/obj/item/borg/upgrade/shield_upgrade
|
||||
name = "mining PSG upgrade disk."
|
||||
desc = "A upgrade disk that, when slotted into a mining shield generator, upgrades the efficiency of the internal software, providing a stronger shield \
|
||||
in exchange for being weaker to stun-based weaponry."
|
||||
icon = 'icons/obj/objects_vr.dmi'
|
||||
icon_state = "modkit"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/mining/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(modifier_type == /datum/modifier/shield_projection/mining/strong)
|
||||
to_chat(user, "<span class='warning'>This shield generator is already upgraded!</span>")
|
||||
return
|
||||
if(istype(W, /obj/item/borg/upgrade/shield_upgrade))
|
||||
modifier_type = /datum/modifier/shield_projection/mining/strong
|
||||
to_chat(user, "<span class='notice'>You upgrade the [src] with the [W]!</span>")
|
||||
user.drop_from_inventory(W)
|
||||
qdel(W)
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
//Security belts
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/security
|
||||
name = "security PSG"
|
||||
desc = "A personal shield generator designed for security."
|
||||
modifier_type = /datum/modifier/shield_projection/security/weak
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/security/loaded
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/security/update_icon()
|
||||
if(shield_active)
|
||||
icon_state = "shieldpack_security_on"
|
||||
else
|
||||
icon_state = "shieldpack_security"
|
||||
|
||||
//Misc belts. Admin-spawn only atm.
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/adminbus
|
||||
desc = "You should not see this. You REALLY should not see this. If you do, you have either been blessed or are about to be the target of some sick prank."
|
||||
modifier_type = /datum/modifier/shield_projection/admin
|
||||
generator_hit_cost = 0
|
||||
generator_active_cost = 0
|
||||
shield_active = 0
|
||||
damage_cost = 0
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator
|
||||
|
||||
/obj/item/device/personal_shield_generator/belt/parry //The 'provides one second of pure immunity to brute/burn/halloss' belt.
|
||||
name = "PSG variant-P" //Not meant to be used in any serious capacity.
|
||||
desc = "A personal shield generator that sacrifices long-term usability in exchange for a strong, short-lived shield projection, enabling the user to be nigh \
|
||||
impervious for a second."
|
||||
modifier_type = /datum/modifier/shield_projection/parry
|
||||
generator_hit_cost = 0 //No cost for being hit.
|
||||
damage_cost = 0//No cost for blocking effects.
|
||||
generator_active_cost = 100 //However, it disables the tick immediately after being turned on.
|
||||
shield_active = 0
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator/parry
|
||||
|
||||
// Backpacks. These are meant to be MUCH stronger in exchange for the fact that you are giving up a backpack slot.
|
||||
// HOWEVER, be careful with these. They come loaded with a gun in them, so they shouldn't be handed out willy-nilly.
|
||||
|
||||
/obj/item/device/personal_shield_generator/security
|
||||
name = "security PSG"
|
||||
desc = "A personal shield generator designed for security. Comes with a built in defense pistol."
|
||||
modifier_type = /datum/modifier/shield_projection/security
|
||||
|
||||
/obj/item/device/personal_shield_generator/security/loaded
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator/backpack
|
||||
|
||||
/obj/item/device/personal_shield_generator/security/strong
|
||||
modifier_type = /datum/modifier/shield_projection/security/strong
|
||||
|
||||
/obj/item/device/personal_shield_generator/security/strong/loaded
|
||||
bcell = /obj/item/weapon/cell/device/shield_generator/backpack
|
||||
|
||||
/obj/item/device/personal_shield_generator/security/update_icon()
|
||||
if(shield_active)
|
||||
icon_state = "shieldpack_security_on"
|
||||
else
|
||||
icon_state = "shieldpack_security"
|
||||
|
||||
//Power cells.
|
||||
/obj/item/weapon/cell/device/shield_generator //The base power cell the shield gen comes with.
|
||||
name = "shield generator battery"
|
||||
desc = "A self charging battery which houses a micro-nuclear reactor. Takes a while to start charging."
|
||||
maxcharge = 2400
|
||||
self_recharge = TRUE
|
||||
charge_amount = 80 //After the charge_delay is over, charges the cell over 30 seconds.
|
||||
charge_delay = 600 //Takes a minute before it starts to recharge.
|
||||
|
||||
/obj/item/weapon/cell/device/shield_generator/backpack //The base power cell the backpack units come with. Double the charge vs the belt.
|
||||
maxcharge = 4800
|
||||
charge_amount = 160
|
||||
|
||||
/obj/item/weapon/cell/device/shield_generator/upgraded //A stronger version of the normal cell. Double the maxcharge, halved charge time.
|
||||
maxcharge = 4800
|
||||
charge_amount = 320
|
||||
charge_delay = 300
|
||||
|
||||
/obj/item/weapon/cell/device/shield_generator/parry //The cell for the 'parry' shield gen.
|
||||
maxcharge = 100
|
||||
charge_amount = 100
|
||||
charge_delay = 20 //Starts charging two seconds after it's discharged.
|
||||
@@ -254,3 +254,8 @@
|
||||
persist_storable = FALSE
|
||||
/obj/item/weapon/spacecasinocash
|
||||
persist_storable = FALSE
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
/obj/item/device/personal_shield_generator
|
||||
persist_storable = FALSE
|
||||
>>>>>>> 95138e4672... Merge pull request #13696 from Cameron653/TEST
|
||||
|
||||
@@ -29,4 +29,18 @@
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly
|
||||
description_info = "This is the casing for the 'device' type of electronic assembly. It behaves like any other 'assembly' type device such as an igniter or signaler \
|
||||
and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished."
|
||||
and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished."
|
||||
|
||||
/obj/item/device/personal_shield_generator
|
||||
description_info = "This is a personal shield generator. Depending on the type, it can either be worn on your backpack slot, your belt slot, or in a rigsuit \
|
||||
storage slot. It runs on an internal battery, which is usually self-charging. Some versions come with a gun. To active the shield, click the button in the upper \
|
||||
right of the screen, use the 'Toggle Shield' command under your objects tab, or click the device itself while it is on you. Some units come with an active weapon \
|
||||
which can be taken out at any time by Alt-clicking the device. If the device requires a cell, a screwdriver can be used. The shield slowly drains charge while \
|
||||
active and becomes weaker with each individual strike taken. Additonally, the device can be colored via use of a multitool."
|
||||
|
||||
description_fluff = "A relatively new invention, made in a collaboration between Hephaestus Industries and a startup known as Kuznetsova Enterprise in the year \
|
||||
2322. Numerous variants of the device have been made for specific tasks, ranging from riot control, mining, biohazard containment, and search and rescue, among \
|
||||
others. Most of the devices share the flaw that electrical attacks can easily overload the device and cause a shield failure, encouraging combatants to swap to \
|
||||
the use of stun-based electric weaponry when shield generators are in use. Most shield devices are self-charging, running off a micro-nuclear reactor built into \
|
||||
the chassis itself, although some variants exist without this capability and can have normal cells inserted into them. Larger units boast the capability of \
|
||||
storing a weapon, although without upgraded batteries the usage of said weapon is ill-advised."
|
||||
@@ -19,7 +19,7 @@
|
||||
generate_loot()
|
||||
|
||||
/obj/structure/closet/crate/secure/loot/proc/generate_loot()
|
||||
var/loot = rand(1, 99)
|
||||
var/loot = rand(1, 100)
|
||||
switch(loot)
|
||||
if(1 to 5) // Common things go, 5%
|
||||
new/obj/item/weapon/reagent_containers/food/drinks/bottle/rum(src)
|
||||
@@ -140,6 +140,8 @@
|
||||
if(99)
|
||||
new/obj/item/weapon/storage/belt/champion(src)
|
||||
new/obj/item/clothing/mask/luchador(src)
|
||||
if(100)
|
||||
new/obj/item/device/personal_shield_generator/belt/mining/loaded(src)
|
||||
|
||||
/obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob)
|
||||
if(!locked)
|
||||
|
||||
@@ -126,6 +126,7 @@
|
||||
EQUIPMENT("Thalers - 1000", /obj/item/weapon/spacecash/c1000, 10000),
|
||||
EQUIPMENT("Umbrella", /obj/item/weapon/melee/umbrella/random, 200),
|
||||
EQUIPMENT("Whiskey", /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey, 125),
|
||||
EQUIPMENT("Mining PSG Upgrade Disk", /obj/item/borg/upgrade/shield_upgrade, 2500),
|
||||
)
|
||||
prize_list["Extra"] = list() // Used in child vendors
|
||||
//VOREStation Edit End
|
||||
|
||||
@@ -1,3 +1,51 @@
|
||||
/datum/modifier
|
||||
var/effect_color // Allows for coloring of modifiers.
|
||||
var/coloration_applied = 0 // Tells the game is coloration has been applied already or not.
|
||||
var/icon_override = 0 // Tells the game if it should use modifer_effects_vr.dmi or not.
|
||||
// ENERGY CODE. Variables to allow for energy based modifiers.
|
||||
var/energy_based // Sees if the modifier is based on something electronic based.
|
||||
var/energy_cost // How much the modifier uses per action/special effect blocked. For base values.
|
||||
var/damage_cost // How much energy is used when numbers are involed. For values, such as taking damage. Ex: (Damage*damage_cost)
|
||||
var/obj/item/weapon/cell/energy_source = null // The source of the above.
|
||||
|
||||
// RESISTANCES CODE. Variable to enable external damage resistance modifiers. This is not unlike armor.
|
||||
// 0 = immune || < 0 = heals || 1 = full damage || >1 = increased damage.
|
||||
// It should never be below zero as it is not intended to do such, but you are free to experiment!
|
||||
// Ex: Max_brute_resistance = 0. Min_brute resistance = 1. When started, provides 100% resistance to brute. When cell is dying, goes down to 0% resistance.
|
||||
// Max is the MAXIMUM % multiplier that will be taken at a MAX charge. Min is the MINIMUM % multiplier that will be taken at a MINIMUM charge.
|
||||
// Think of it like this: Minimum = what happens at minimum charge. Max = what happens at maximum charge.
|
||||
// Why do I mention this so much? Because even /I/ got confused, and I wrote this thing!
|
||||
var/min_damage_resistance
|
||||
var/max_damage_resistance
|
||||
var/effective_damage_resistance
|
||||
|
||||
var/min_brute_resistance
|
||||
var/max_brute_resistance
|
||||
var/effective_brute_resistance
|
||||
|
||||
var/min_fire_resistance
|
||||
var/max_fire_resistance
|
||||
var/effective_fire_resistance
|
||||
|
||||
var/min_tox_resistance
|
||||
var/max_tox_resistance
|
||||
var/effective_tox_resistance
|
||||
|
||||
var/min_oxy_resistance
|
||||
var/max_oxy_resistance
|
||||
var/effective_oxy_resistance
|
||||
|
||||
var/min_clone_resistance
|
||||
var/max_clone_resistance
|
||||
var/effective_clone_resistance
|
||||
|
||||
var/min_hal_resistance
|
||||
var/max_hal_resistance
|
||||
var/effective_hal_resistance
|
||||
// Resistances end
|
||||
|
||||
|
||||
|
||||
/datum/modifier/underwater_stealth
|
||||
name = "underwater stealth"
|
||||
desc = "You are currently underwater, rendering it more difficult to see you and enabling you to move quicker, thanks to your aquatic nature."
|
||||
@@ -30,4 +78,258 @@
|
||||
if(water_floor.depth < 1) //You're not in deep enough water anymore.
|
||||
expire(silent = FALSE)
|
||||
else
|
||||
expire(silent = FALSE)
|
||||
expire(silent = FALSE)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/datum/modifier/shield_projection
|
||||
name = "Shield Projection"
|
||||
desc = "You are currently protected by a shield, rendering nigh impossible to hit you through conventional means."
|
||||
|
||||
on_created_text = "<span class='notice'>Your shield generator buzzes on.</span>"
|
||||
on_expired_text = "<span class='warning'>Your shield generator buzzes off.</span>"
|
||||
stacks = MODIFIER_STACK_FORBID //No stacking shields. If you put one one your belt and backpack it won't work.
|
||||
|
||||
icon_override = 1
|
||||
mob_overlay_state = "deflect"
|
||||
siemens_coefficient = 2 //Stun weapons drain 100% charge per point of damage. They're good at blocking lasers and bullets but not good at blocking stun beams!
|
||||
energy_based = 1
|
||||
energy_cost = 99999 //This is changed to the shield_generator's energy_cost.
|
||||
damage_cost = 50 //This is how much battery is used per damage unit absorbed. Higher damage means higher charge use per damage absorbed. Changed below!
|
||||
|
||||
//Not actually in use until effective resistances are set. Just here so it doesn't have to be placed down for all the variants. Less lines.
|
||||
max_damage_resistance = 1
|
||||
max_brute_resistance = 1
|
||||
max_fire_resistance = 1
|
||||
max_tox_resistance = 1
|
||||
max_oxy_resistance = 1
|
||||
max_clone_resistance = 1
|
||||
max_hal_resistance = 1
|
||||
min_damage_resistance = 1
|
||||
min_brute_resistance = 1
|
||||
min_fire_resistance = 1
|
||||
min_tox_resistance = 1
|
||||
min_oxy_resistance = 1
|
||||
min_clone_resistance = 1
|
||||
min_hal_resistance = 1
|
||||
|
||||
/* // These are not set, but left here as an example. All three (min,max,effective) must be set or BAD THINGS will happen.
|
||||
min_brute_resistance = 1 // Min = WHAT HAPPENS AT MINIMUM CHARGE
|
||||
max_brute_resistance = 0 // MAX = WHAT HAPPENS AT MAXIMUM CHARGE
|
||||
effective_brute_resistance = 1 //Just tells the game that it has vars. Done to use less checks.
|
||||
|
||||
min_fire_resistance = 1
|
||||
max_fire_resistance = 0
|
||||
effective_fire_resistance = 1
|
||||
disable_duration_percent = 1 //THIS CAN ALSO BE USED! Don't be too afraid to use this one, but use it sparingly!
|
||||
*/
|
||||
var/obj/item/device/personal_shield_generator/shield_generator //This is the shield generator you're wearing!
|
||||
|
||||
|
||||
/datum/modifier/shield_projection/on_applied()
|
||||
return
|
||||
|
||||
/datum/modifier/shield_projection/on_expire() //Don't need to modify this!
|
||||
return
|
||||
|
||||
/datum/modifier/shield_projection/check_if_valid() //Let's check to make sure you got the stuff and set the vars. Don't need to modify this for any subtypes!
|
||||
if(ishuman(holder)) //Only humans can use this! Other things later down the line might use the same stuff this does, but the shield generator is human only!
|
||||
var/mob/living/carbon/human/H = holder
|
||||
if(istype(H.get_equipped_item(slot_back), /obj/item/device/personal_shield_generator))
|
||||
shield_generator = H.get_equipped_item(slot_back) //Sets the var on the modifier that the shield gen is their back shield gen.
|
||||
else if(istype(H.get_equipped_item(slot_belt), /obj/item/device/personal_shield_generator))
|
||||
shield_generator = H.get_equipped_item(slot_belt) //No need for other checks. If they got hit by this, they just turned it on.
|
||||
else if(istype(H.get_equipped_item(slot_s_store), /obj/item/device/personal_shield_generator) ) //Rigsuits.
|
||||
shield_generator = H.get_equipped_item(slot_s_store)
|
||||
else
|
||||
expire(silent = TRUE)
|
||||
if(shield_generator) //Sanity.
|
||||
energy_source = shield_generator.bcell
|
||||
energy_cost = shield_generator.generator_hit_cost
|
||||
damage_cost = shield_generator.damage_cost
|
||||
effect_color = shield_generator.effect_color
|
||||
if(!coloration_applied) //Does a check if colors have been applied. If not, updates the color.
|
||||
H.update_modifier_visuals() //This can only happen on the next tick, unfortunately, not the same tick the modifier is applied. Thus, must be done here.
|
||||
coloration_applied = 1
|
||||
else
|
||||
expire(silent = TRUE)
|
||||
|
||||
|
||||
/datum/modifier/shield_projection/tick() //When the shield generator runs out of charge, it'll remove this naturally.
|
||||
if(holder.stat == DEAD)
|
||||
expire(silent = TRUE) //If you're dead the generator stops protecting you but keeps running.
|
||||
if(!shield_generator || !shield_generator.slot_check()) //No shield to begin with/shield is not on them any longer.
|
||||
expire(silent = FALSE)
|
||||
|
||||
var/shield_efficiency = (energy_source.charge/energy_source.maxcharge) //1 = complete resistance. 0 = no resistance. Must be adjusted for subtypes!
|
||||
if(!isnull(effective_damage_resistance))
|
||||
effective_damage_resistance = min_damage_resistance + (max_damage_resistance - min_damage_resistance) * shield_efficiency
|
||||
|
||||
if(!isnull(effective_brute_resistance))
|
||||
effective_brute_resistance = min_brute_resistance + (max_brute_resistance - min_brute_resistance) * shield_efficiency
|
||||
|
||||
if(!isnull(effective_fire_resistance))
|
||||
effective_fire_resistance = min_fire_resistance + (max_fire_resistance - min_fire_resistance) * shield_efficiency
|
||||
|
||||
if(!isnull(effective_tox_resistance))
|
||||
effective_tox_resistance = min_tox_resistance + (max_tox_resistance - min_tox_resistance) * shield_efficiency
|
||||
|
||||
if(!isnull(effective_oxy_resistance))
|
||||
effective_oxy_resistance = min_oxy_resistance + (max_oxy_resistance - min_oxy_resistance) * shield_efficiency
|
||||
|
||||
if(!isnull(effective_clone_resistance))
|
||||
effective_clone_resistance = min_clone_resistance + (max_clone_resistance - min_clone_resistance) * shield_efficiency
|
||||
|
||||
if(!isnull(effective_hal_resistance))
|
||||
effective_hal_resistance = min_hal_resistance + (max_hal_resistance - min_hal_resistance) * shield_efficiency
|
||||
|
||||
//Shield variants.
|
||||
|
||||
//Simple. Goes from 100% resistance to 0% resistance depending on charge. This is mostly an example of a shield variant.
|
||||
/datum/modifier/shield_projection/bruteburn
|
||||
max_brute_resistance = 0
|
||||
effective_brute_resistance = 1
|
||||
|
||||
max_fire_resistance = 0
|
||||
effective_fire_resistance = 1
|
||||
|
||||
/datum/modifier/shield_projection/bruteburn/weak
|
||||
max_brute_resistance = 0.5
|
||||
max_fire_resistance = 0.5
|
||||
|
||||
//SECURITY VARIANTS
|
||||
/datum/modifier/shield_projection/security // Security backpack. 50% resistance at full charge. 10% resistance for the last shot taken.
|
||||
max_brute_resistance = 0.50
|
||||
min_brute_resistance = 0.9
|
||||
effective_brute_resistance = 1
|
||||
|
||||
max_fire_resistance = 0.5
|
||||
min_fire_resistance = 0.9
|
||||
effective_fire_resistance = 1
|
||||
|
||||
max_hal_resistance = 0.5
|
||||
min_hal_resistance = 0.9
|
||||
effective_hal_resistance = 1
|
||||
|
||||
disable_duration_percent = 0.75
|
||||
|
||||
/datum/modifier/shield_projection/security/weak // Security belt.
|
||||
max_brute_resistance = 0.75
|
||||
min_brute_resistance = 0.95
|
||||
max_fire_resistance = 0.75
|
||||
min_fire_resistance = 0.95
|
||||
max_hal_resistance = 0.75
|
||||
min_hal_resistance = 0.95
|
||||
|
||||
/datum/modifier/shield_projection/security/strong // Dunno. Upgraded variant of security backpack?
|
||||
max_brute_resistance = 0.25
|
||||
max_fire_resistance = 0.25
|
||||
max_hal_resistance = 0.25
|
||||
siemens_coefficient = 1.5 //Not as weak as normal, but still weak.
|
||||
disable_duration_percent = 0.5
|
||||
|
||||
|
||||
//MINING VARIANTS
|
||||
/datum/modifier/shield_projection/mining //Base mining belt. 30% resistance that fades to 15% resistance
|
||||
max_brute_resistance = 0.70
|
||||
min_brute_resistance = 0.85
|
||||
effective_brute_resistance = 1
|
||||
|
||||
max_fire_resistance = 0.70
|
||||
min_brute_resistance = 0.85
|
||||
effective_fire_resistance = 1
|
||||
|
||||
max_hal_resistance = 1.5 // No mobs should be shooting you with halloss. If this happens, it means you're using it wrong!!!
|
||||
min_hal_resistance = 1.5
|
||||
effective_hal_resistance = 1
|
||||
|
||||
disable_duration_percent = 0.75 //Miners often come into contact with things that can stun them.
|
||||
|
||||
/datum/modifier/shield_projection/mining/strong // Mining belt, but upgraded. Even weaker to halloss!
|
||||
max_brute_resistance = 0.55
|
||||
min_brute_resistance = 0.75
|
||||
max_fire_resistance = 0.55
|
||||
min_fire_resistance = 0.75
|
||||
disable_duration_percent = 0.5
|
||||
|
||||
max_hal_resistance = 2
|
||||
min_hal_resistance = 2
|
||||
|
||||
//MISC VARIANTS
|
||||
|
||||
/datum/modifier/shield_projection/biohazard //The odd-ball damage types. Provides near-complete immunity while it's up.
|
||||
min_tox_resistance = 0.25
|
||||
max_tox_resistance = 0
|
||||
effective_tox_resistance = 1
|
||||
|
||||
min_oxy_resistance = 0.25
|
||||
max_oxy_resistance = 0
|
||||
effective_oxy_resistance = 1
|
||||
|
||||
min_clone_resistance = 0.25
|
||||
max_clone_resistance = 0
|
||||
effective_clone_resistance = 1
|
||||
|
||||
/datum/modifier/shield_projection/admin // Adminbus.
|
||||
on_created_text = "<span class='notice'>Your shield generator activates and you feel the power of the tesla buzzing around you.</span>"
|
||||
on_expired_text = "<span class='warning'>Your shield generator deactivates, leaving you feeling weak and vulnerable.</span>"
|
||||
siemens_coefficient = 0
|
||||
disable_duration_percent = 0
|
||||
min_damage_resistance = 0
|
||||
max_damage_resistance = 0
|
||||
effective_damage_resistance = 0
|
||||
min_brute_resistance = 0
|
||||
max_brute_resistance = 0
|
||||
effective_brute_resistance = 0
|
||||
min_fire_resistance = 0
|
||||
max_fire_resistance = 0
|
||||
effective_fire_resistance = 0
|
||||
min_tox_resistance = 0
|
||||
max_tox_resistance = 0
|
||||
effective_tox_resistance = 0
|
||||
min_oxy_resistance = 0
|
||||
max_oxy_resistance = 0
|
||||
effective_oxy_resistance = 0
|
||||
min_clone_resistance = 0
|
||||
max_clone_resistance = 0
|
||||
effective_clone_resistance = 0
|
||||
min_hal_resistance = 0
|
||||
max_hal_resistance = 0
|
||||
effective_hal_resistance = 0
|
||||
|
||||
/datum/modifier/shield_projection/broken //For broken variants. Good if possible randomization is included for packs spawned on PoIs.
|
||||
max_brute_resistance = 2
|
||||
min_brute_resistance = 2
|
||||
effective_brute_resistance = 1
|
||||
|
||||
max_fire_resistance = 2
|
||||
min_fire_resistance = 2
|
||||
effective_fire_resistance = 1
|
||||
|
||||
/datum/modifier/shield_projection/inverted //Becomes stronger the weaker the cell is. Means the last shot taken will be the weakest. Example just to show it can be done.
|
||||
max_brute_resistance = 1
|
||||
min_brute_resistance = 0
|
||||
effective_brute_resistance = 1
|
||||
|
||||
max_fire_resistance = 1
|
||||
min_fire_resistance = 0
|
||||
effective_fire_resistance = 1
|
||||
|
||||
/datum/modifier/shield_projection/parry //Intended for 'parry' shields, which only last for a single second before running out of charge
|
||||
max_brute_resistance = 0
|
||||
min_brute_resistance = 0
|
||||
effective_brute_resistance = 1
|
||||
|
||||
max_fire_resistance = 0
|
||||
min_fire_resistance = 0
|
||||
effective_fire_resistance = 1
|
||||
|
||||
max_hal_resistance = 0
|
||||
min_hal_resistance = 0
|
||||
effective_hal_resistance = 1
|
||||
@@ -115,8 +115,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_brute_damage_percent
|
||||
if(nif && nif.flag_check(NIF_C_BRUTEARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage
|
||||
take_overall_damage(amount, 0)
|
||||
@@ -133,8 +137,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_fire_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_fire_damage_percent
|
||||
if(nif && nif.flag_check(NIF_C_BURNARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage
|
||||
take_overall_damage(0, amount)
|
||||
@@ -153,8 +161,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_brute_damage_percent
|
||||
if(nif && nif.flag_check(NIF_C_BRUTEARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage
|
||||
O.take_damage(amount, 0, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
|
||||
@@ -175,8 +187,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_fire_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_fire_damage_percent
|
||||
if(nif && nif.flag_check(NIF_C_BURNARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage
|
||||
O.take_damage(0, amount, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
|
||||
@@ -485,6 +501,53 @@ This function restores all organs.
|
||||
if(!def_zone) def_zone = ran_zone(def_zone)
|
||||
organ = get_organ(check_zone(def_zone))
|
||||
|
||||
for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence.
|
||||
if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_brute_resistance
|
||||
continue
|
||||
if((damagetype == BURN || damagetype == ELECTROCUTE) && (!isnull(M.effective_fire_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_fire_resistance
|
||||
continue
|
||||
if(damagetype == TOX && (!isnull(M.effective_tox_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
if(damagetype == OXY && (!isnull(M.effective_oxy_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_oxy_resistance
|
||||
continue
|
||||
if(damagetype == CLONE && (!isnull(M.effective_clone_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_clone_resistance
|
||||
continue
|
||||
if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_hal_resistance
|
||||
continue
|
||||
if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
var/damage_mitigation = 0//Used for dual calculations.
|
||||
if(!isnull(M.effective_fire_resistance))
|
||||
damage_mitigation += round((1/3)*damage * M.effective_fire_resistance)
|
||||
if(!isnull(M.effective_brute_resistance))
|
||||
damage_mitigation += round((2/3)*damage * M.effective_brute_resistance)
|
||||
damage -= damage_mitigation
|
||||
continue
|
||||
if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance))
|
||||
if(isSynthetic())
|
||||
damage = damage * M.effective_fire_resistance
|
||||
else
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
//Handle other types of damage
|
||||
if((damagetype != BRUTE) && (damagetype != BURN))
|
||||
if(damagetype == HALLOSS)
|
||||
@@ -523,8 +586,12 @@ This function restores all organs.
|
||||
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*damage)
|
||||
damage *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*damage)
|
||||
damage *= M.incoming_brute_damage_percent
|
||||
|
||||
if(organ.take_damage(damage, 0, sharp, edge, used_weapon))
|
||||
@@ -536,8 +603,12 @@ This function restores all organs.
|
||||
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*damage)
|
||||
damage *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*damage)
|
||||
damage *= M.incoming_fire_damage_percent
|
||||
|
||||
if(organ.take_damage(0, damage, sharp, edge, used_weapon))
|
||||
|
||||
@@ -37,6 +37,18 @@ emp_act
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
if(!prob(armor/2)) //Even if the armor doesn't stop the bullet from hurting you, it might stop it from embedding.
|
||||
var/hit_embed_chance = P.embed_chance + (P.damage - armor) //More damage equals more chance to embed
|
||||
|
||||
//Modifiers can make bullets less likely to embed! These are the normal modifiers and shouldn't be related to energy stuff, but they can be anyways!
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_cost) //We use energy_cost here for special effects, such as embedding.
|
||||
hit_embed_chance = hit_embed_chance*M.incoming_damage_percent
|
||||
if(P.damage_type == BRUTE && (!isnull(M.incoming_brute_damage_percent)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_cost)
|
||||
hit_embed_chance = hit_embed_chance*M.incoming_brute_damage_percent
|
||||
|
||||
if(prob(max(hit_embed_chance, 0)))
|
||||
var/obj/item/weapon/material/shard/shrapnel/SP = new()
|
||||
SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
|
||||
|
||||
@@ -1137,8 +1137,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
|
||||
var/image/effects = new()
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(M.mob_overlay_state)
|
||||
var/image/I = image(icon = 'icons/mob/modifier_effects.dmi', icon_state = M.mob_overlay_state)
|
||||
effects.overlays += I // Leaving this as overlays +=
|
||||
if(M.icon_override) //VOREStation Edit. Override for the modifer icon.
|
||||
var/image/I = image(icon = 'icons/mob/modifier_effects_vr.dmi', icon_state = M.mob_overlay_state)
|
||||
I.color = M.effect_color
|
||||
effects.overlays += I // Leaving this as overlays +=
|
||||
else
|
||||
var/image/I = image(icon = 'icons/mob/modifier_effects.dmi', icon_state = M.mob_overlay_state)
|
||||
I.color = M.effect_color
|
||||
effects.overlays += I // Leaving this as overlays +=
|
||||
|
||||
overlays_standing[MODIFIER_EFFECTS_LAYER] = effects
|
||||
|
||||
|
||||
@@ -13,6 +13,53 @@
|
||||
to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].")
|
||||
if(!damage || (blocked >= 100))
|
||||
return 0
|
||||
for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence.
|
||||
if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_brute_resistance
|
||||
continue
|
||||
if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_fire_resistance
|
||||
continue
|
||||
if(damagetype == TOX && (!isnull(M.effective_tox_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
if(damagetype == OXY && (!isnull(M.effective_oxy_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_oxy_resistance
|
||||
continue
|
||||
if(damagetype == CLONE && (!isnull(M.effective_clone_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_clone_resistance
|
||||
continue
|
||||
if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
damage = damage * M.effective_hal_resistance
|
||||
continue
|
||||
if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost * damage)
|
||||
var/damage_mitigation = 0//Used for dual calculations.
|
||||
if(!isnull(M.effective_fire_resistance))
|
||||
damage_mitigation += round((1/3)*damage * M.effective_fire_resistance)
|
||||
if(!isnull(M.effective_brute_resistance))
|
||||
damage_mitigation += round((2/3)*damage * M.effective_brute_resistance)
|
||||
damage -= damage_mitigation
|
||||
continue
|
||||
if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance))
|
||||
if(isSynthetic())
|
||||
damage = damage * M.effective_fire_resistance
|
||||
else
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
if(soaked)
|
||||
if(soaked >= round(damage*0.8))
|
||||
damage -= round(damage*0.8)
|
||||
@@ -55,6 +102,7 @@
|
||||
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0)
|
||||
if(blocked >= 100)
|
||||
return 0
|
||||
// INSERT MODIFIER CODE HERE... But no, really, only two things in the game use it, quad and viruses. The former is admin-only and the latter wouldn't be affected logically, but would if shield code was inerted here. If you really want, you can copy&paste the above and modify it to adjust brute/burn/etc. I do not advise this however.
|
||||
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
|
||||
if(burn) apply_damage(burn, BURN, def_zone, blocked)
|
||||
if(tox) apply_damage(tox, TOX, def_zone, blocked)
|
||||
|
||||
@@ -192,8 +192,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_brute_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
@@ -219,8 +223,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_oxy_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_oxy_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
@@ -243,8 +251,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_tox_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_tox_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
@@ -273,8 +285,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_fire_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_fire_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
@@ -298,8 +314,12 @@
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_clone_damage_percent))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.damage_cost*amount)
|
||||
amount *= M.incoming_clone_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
@@ -331,6 +351,9 @@
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(M.energy_based && (!isnull(M.incoming_hal_damage_percent) || !isnull(M.disable_duration_percent)))
|
||||
M.energy_source.use(M.damage_cost*amount) // Cost of the Damage absorbed.
|
||||
M.energy_source.use(M.energy_cost) // Cost of the Effect absorbed.
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_hal_damage_percent))
|
||||
|
||||
BIN
icons/mob/modifier_effects_vr.dmi
Normal file
BIN
icons/mob/modifier_effects_vr.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 18 KiB |
@@ -1259,6 +1259,7 @@
|
||||
#include "code\game\objects\items\devices\paicard.dm"
|
||||
#include "code\game\objects\items\devices\paicard_ch.dm"
|
||||
#include "code\game\objects\items\devices\paicard_vr.dm"
|
||||
#include "code\game\objects\items\devices\personal_shield_generator_vr.dm"
|
||||
#include "code\game\objects\items\devices\pipe_painter.dm"
|
||||
#include "code\game\objects\items\devices\powersink.dm"
|
||||
#include "code\game\objects\items\devices\spy_bug.dm"
|
||||
|
||||
Reference in New Issue
Block a user