/datum/technomancer/equipment/shield_armor name = "Personal Shield Projector" desc = "This state-of-the-art technology uses the bleeding edge of energy distribution and field projection \ to provide a personal shield around you, which can diffuse laser beams and reduce the velocity of bullets and close quarters \ weapons, reducing their potential for harm severely. All of this comes at a cost of of requiring a large amount of energy, \ of which your Core can provide. When you are struck by something, the shield will block 75% of the damage, deducting energy \ proportional to the amount of force that was inflicted. Armor penetration has no effect on the shield's ability to protect \ you from harm, however the shield will fail if the energy supply cannot meet demand." cost = 200 obj_path = /obj/item/clothing/suit/armor/shield /obj/item/clothing/suit/armor/shield name = "shield projector" desc = "This armor has no inherent ability to absorb shock, as normal armor usually does. Instead, this emits a strong field \ around the wearer, designed to protect from most forms of harm, from lasers to bullets to close quarters combat. It appears to \ require a very potent supply of an energy of some kind in order to function." icon_state = "shield_armor_0" blood_overlay_type = "armor" slowdown = 0 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) actions_types = list(/datum/action/item_action/toggle_shield_projector) var/active = 0 var/damage_to_energy_multiplier = 50.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 750 energy cost var/datum/effect/effect/system/spark_spread/spark_system = null var/block_percentage = 75 /obj/item/clothing/suit/armor/shield/Initialize(mapload) . = ..() spark_system = new /datum/effect/effect/system/spark_spread() spark_system.set_up(5, 0, src) /obj/item/clothing/suit/armor/shield/Destroy() qdel(spark_system) return ..() /obj/item/clothing/suit/armor/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") //Since this is a pierce of armor that is passive, we do not need to check if the user is incapacitated. if(!active) return 0 var/modified_block_percentage = block_percentage if(issmall(user)) // Smaller shield means better protection. modified_block_percentage += 15 var/damage_blocked = damage * (modified_block_percentage / 100) var/damage_to_energy_cost = (damage_to_energy_multiplier * damage_blocked) if(!user.technomancer_pay_energy(damage_to_energy_cost)) to_chat(user, span_danger("Your shield fades due to lack of energy!")) active = 0 update_icon() return 0 damage = damage - damage_blocked if(istype(damage_source, /obj/item/projectile)) var/obj/item/projectile/P = damage_source P.sharp = FALSE P.edge = FALSE P.embed_chance = 0 if(P.agony) var/agony_blocked = P.agony * (modified_block_percentage / 100) P.agony -= agony_blocked P.damage = P.damage - damage_blocked user.visible_message(span_danger("\The [user]'s [src] absorbs [attack_text]!")) to_chat(user, span_warning("Your shield has absorbed most of \the [damage_source].")) spark_system.start() playsound(src, 'sound/weapons/blade1.ogg', 50, 1) return 0 // This shield does not block all damage, so returning 0 is needed to tell the game to apply the new damage. /obj/item/clothing/suit/armor/shield/attack_self(mob/user) active = !active to_chat(user, span_notice("You [active ? "" : "de"]activate \the [src].")) update_icon() user.update_inv_wear_suit() user.update_mob_action_buttons() /obj/item/clothing/suit/armor/shield/update_icon() icon_state = "shield_armor_[active]" item_state = "shield_armor_[active]" if(active) set_light(2, 1, l_color = "#006AFF") else set_light(0, 0, l_color = "#000000") ..() return