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Apply suggestions from code review
Thank you Rae Co-authored-by: Raeschen <rycoop29@gmail.com>
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@@ -1,7 +1,7 @@
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//vr section
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/obj/item/clothing/head/vrwizard
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name = "wizard hat"
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desc = "A pointy hat looking pixelate, 0s and 1s dancing off the fabric"
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desc = "A pointy pixelated-looking hat, 0s and 1s dancing off the fabric"
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icon_state = "redwizard"
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armor = list(melee = 30, bullet = 30, laser = 65, energy = 65, bomb = 70, bio = 100, rad = 100)
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siemens_coefficient = 0.1
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@@ -14,7 +14,7 @@
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/obj/item/clothing/suit/vrwizard
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name = "wizard robes"
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desc = "A silky robe with 0s and 1s flying off the seems."
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desc = "A silky robe with 0s and 1s flying off the seams."
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icon_state = "redwizard"
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armor = list(melee = 30, bullet = 30, laser = 65, energy = 65, bomb = 70, bio = 100, rad = 100)
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siemens_coefficient = 0.1
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@@ -29,7 +29,7 @@
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/obj/item/clothing/head/psy_crown/candycrown
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name = "candy crown"
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desc = "A crown smelling oddly sweet"
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description_info = "It will occassional give a momentary buff to offensive capablities."
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description_info = "It will occasionally give a momentary buff to offensive capablities."
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icon_state = "wrathcrown"
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cooldown_duration = 1 MINUTES // How long the cooldown should be.
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brainloss_cost = 0
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@@ -60,7 +60,7 @@
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..()
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if(wearer)
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if(wearer.can_feel_pain())
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to_chat(wearer, "<span class='danger'>You feel hungery!</span>")
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to_chat(wearer, "<span class='danger'>You feel hungry!</span>")
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wearer.custom_pain("Your hands feel strange",1)
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wearer = null
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@@ -79,8 +79,8 @@
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wearer.nutrition = max(wearer.nutrition + 8, 0)
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/obj/item/clothing/suit/armor/buffvest
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name = "camdy armor"
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desc = "A really strange armor amde of similiar substance as the creatures near it."
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name = "candy armor"
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desc = "A really strange armor made of a similar substance as the creatures near it."
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icon_state = "armor"
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blood_overlay_type = "armor"
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armor = list(melee = 70, bullet = 60, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0)
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@@ -26,8 +26,8 @@
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var/armorcheck = run_armor_check(null, P.check_armour)
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var/soakedcheck = get_armor_soak(null, P.check_armour)
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if(!(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)))
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visible_message("<span class='danger'>The [P.name] bounces off of [src]'s sheild!</span>", \
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"<span class='userdanger'>The [P.name] bounces off of [src]'s sheild!</span>")
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visible_message("<span class='danger'>The [P.name] bounces off of [src]'s shield!</span>", \
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"<span class='userdanger'>The [P.name] bounces off of [src]'s shield!</span>")
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new /obj/item/weapon/material/shard/shrapnel(src.loc)
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if(!(P.damage_type == BRUTE || P.damage_type == BURN))
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projectile_dam_type = BRUTE
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@@ -35,8 +35,8 @@
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apply_damage(incoming_damage, projectile_dam_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
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return -1 //Doesn't reflect non-beams or non-energy projectiles. They just smack and drop with little to no effect.
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else
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s sheild!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [src]'s sheild!</span>")
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shield!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [src]'s shield!</span>")
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damage_mod = rand(3,5)
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incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
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if(!(P.damage_type == BRUTE || P.damage_type == BURN))
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@@ -16,7 +16,7 @@
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projectile_type = /obj/item/projectile/energy/homing_bolt/wizard
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/obj/item/weapon/gun/magic/firestaff/vrwizard/fire
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description_info = "It will burn the target along with reduce their bleeding."
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description_info = "It will burn the target along with reducing their bleeding."
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projectile_type = /obj/item/projectile/energy/homing_bolt/wizard/fire
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color = "#FF0000"
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