Apply suggestions from code review

Thank you Rae

Co-authored-by: Raeschen <rycoop29@gmail.com>
This commit is contained in:
FluffMedic
2023-07-13 09:41:30 -04:00
committed by GitHub
co-authored by Raeschen
parent 866b31da0e
commit 9979255e1a
5 changed files with 22 additions and 21 deletions
@@ -1,7 +1,7 @@
//vr section
/obj/item/clothing/head/vrwizard
name = "wizard hat"
desc = "A pointy hat looking pixelate, 0s and 1s dancing off the fabric"
desc = "A pointy pixelated-looking hat, 0s and 1s dancing off the fabric"
icon_state = "redwizard"
armor = list(melee = 30, bullet = 30, laser = 65, energy = 65, bomb = 70, bio = 100, rad = 100)
siemens_coefficient = 0.1
@@ -14,7 +14,7 @@
/obj/item/clothing/suit/vrwizard
name = "wizard robes"
desc = "A silky robe with 0s and 1s flying off the seems."
desc = "A silky robe with 0s and 1s flying off the seams."
icon_state = "redwizard"
armor = list(melee = 30, bullet = 30, laser = 65, energy = 65, bomb = 70, bio = 100, rad = 100)
siemens_coefficient = 0.1
@@ -29,7 +29,7 @@
/obj/item/clothing/head/psy_crown/candycrown
name = "candy crown"
desc = "A crown smelling oddly sweet"
description_info = "It will occassional give a momentary buff to offensive capablities."
description_info = "It will occasionally give a momentary buff to offensive capablities."
icon_state = "wrathcrown"
cooldown_duration = 1 MINUTES // How long the cooldown should be.
brainloss_cost = 0
@@ -60,7 +60,7 @@
..()
if(wearer)
if(wearer.can_feel_pain())
to_chat(wearer, "<span class='danger'>You feel hungery!</span>")
to_chat(wearer, "<span class='danger'>You feel hungry!</span>")
wearer.custom_pain("Your hands feel strange",1)
wearer = null
@@ -79,8 +79,8 @@
wearer.nutrition = max(wearer.nutrition + 8, 0)
/obj/item/clothing/suit/armor/buffvest
name = "camdy armor"
desc = "A really strange armor amde of similiar substance as the creatures near it."
name = "candy armor"
desc = "A really strange armor made of a similar substance as the creatures near it."
icon_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 70, bullet = 60, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0)
@@ -26,8 +26,8 @@
var/armorcheck = run_armor_check(null, P.check_armour)
var/soakedcheck = get_armor_soak(null, P.check_armour)
if(!(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)))
visible_message("<span class='danger'>The [P.name] bounces off of [src]'s sheild!</span>", \
"<span class='userdanger'>The [P.name] bounces off of [src]'s sheild!</span>")
visible_message("<span class='danger'>The [P.name] bounces off of [src]'s shield!</span>", \
"<span class='userdanger'>The [P.name] bounces off of [src]'s shield!</span>")
new /obj/item/weapon/material/shard/shrapnel(src.loc)
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
projectile_dam_type = BRUTE
@@ -35,8 +35,8 @@
apply_damage(incoming_damage, projectile_dam_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
return -1 //Doesn't reflect non-beams or non-energy projectiles. They just smack and drop with little to no effect.
else
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s sheild!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s sheild!</span>")
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shield!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shield!</span>")
damage_mod = rand(3,5)
incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
@@ -16,7 +16,7 @@
projectile_type = /obj/item/projectile/energy/homing_bolt/wizard
/obj/item/weapon/gun/magic/firestaff/vrwizard/fire
description_info = "It will burn the target along with reduce their bleeding."
description_info = "It will burn the target along with reducing their bleeding."
projectile_type = /obj/item/projectile/energy/homing_bolt/wizard/fire
color = "#FF0000"