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Armour Refactor (#18547)
* initial commit * bullet fix + 100% armour pen * equivalent armour values * percentage armour pen * updates bombing * adds more defines * i like armour too much * review pass 1 * review pass 2 * updates with lavaland elites * armour penetration value tweaks * wt550 AP round change
This commit is contained in:
@@ -112,9 +112,13 @@
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* * user - The attacking user
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*/
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/obj/item/melee/classic_baton/proc/on_non_silicon_stun(mob/living/target, mob/living/user)
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var/armour = target.run_armor_check("chest", armour_penetration = stamina_armour_pen) // returns a % of their chest melee armour
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var/factor = (100 - armour) / 100 // converts the % into a decimal
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target.adjustStaminaLoss(stamina_damage * factor)
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var/armour = target.run_armor_check("chest", armour_penetration_percentage = stamina_armour_pen) // returns their chest melee armour
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var/percentage_reduction = 0
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if(ishuman(target))
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percentage_reduction = (100 - ARMOUR_VALUE_TO_PERCENTAGE(armour)) / 100
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else
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percentage_reduction = (100 - armour) / 100 // converts the % into a decimal
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target.adjustStaminaLoss(stamina_damage * percentage_reduction)
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/**
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* # Fancy Cane
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@@ -26,7 +26,7 @@
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/obj/item/grenade/frag/proc/embed_shrapnel(mob/living/carbon/human/H, amount)
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for(var/i = 0, i < amount, i++)
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if(prob(embed_prob - H.getarmor(null, BOMB)))
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if(prob(embed_prob - ARMOUR_VALUE_TO_PERCENTAGE(H.getarmor(null, BOMB))))
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var/obj/item/embedded/S = new embedded_type(src)
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H.hitby(S, skipcatch = 1)
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S.throwforce = 1
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@@ -229,7 +229,7 @@
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item_state = "scythe0"
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desc = "Ask not for whom the bell tolls..."
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w_class = WEIGHT_CLASS_BULKY
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armour_penetration = 35
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armour_penetration_flat = 30
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slot_flags = SLOT_BACK
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sharp = TRUE
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attack_verb = list("chopped", "sliced", "cut", "reaped")
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@@ -99,7 +99,7 @@
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w_class_on = WEIGHT_CLASS_HUGE
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hitsound = 'sound/weapons/bladeslice.ogg'
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flags = CONDUCT
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armour_penetration = 100
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armour_penetration_percentage = 100
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origin_tech = "combat=4;magnets=3"
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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attack_verb_on = list()
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@@ -121,7 +121,8 @@
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hitsound = "swing_hit"
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embed_chance = 75
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embedded_impact_pain_multiplier = 10
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armour_penetration = 35
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armour_penetration_percentage = 50
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armour_penetration_flat = 10
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origin_tech = "combat=3;magnets=4;syndicate=4"
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block_chance = 50
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sharp = TRUE
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@@ -37,7 +37,7 @@
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throwforce = 10
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w_class = WEIGHT_CLASS_BULKY
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block_chance = 50
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armour_penetration = 75
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armour_penetration_percentage = 75
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sharp = TRUE
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origin_tech = "combat=5"
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attack_verb = list("lunged at", "stabbed")
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@@ -116,7 +116,7 @@
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hitsound = 'sound/weapons/rapierhit.ogg'
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w_class = WEIGHT_CLASS_BULKY
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force = 25
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armour_penetration = 50
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armour_penetration_flat = 50
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block_chance = 50
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///enchantment holder, gives it unique on hit effects.
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var/datum/enchantment/enchant = null
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@@ -8,7 +8,7 @@
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throw_speed = 1
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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armour_penetration = 100
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armour_penetration_percentage = 100
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attack_verb = list("bludgeoned", "whacked", "disciplined")
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resistance_flags = FLAMMABLE
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@@ -226,7 +226,8 @@
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/obj/item/twohanded/fireaxe/energized
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desc = "Someone with a love for fire axes decided to turn this one into a high-powered energy weapon. Seems excessive."
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force_wielded = 35
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armour_penetration = 20
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armour_penetration_flat = 10
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armour_penetration_percentage = 30
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var/charge = 20
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var/max_charge = 20
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@@ -279,7 +280,8 @@
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force_wielded = 34
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wieldsound = 'sound/weapons/saberon.ogg'
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unwieldsound = 'sound/weapons/saberoff.ogg'
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armour_penetration = 35
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armour_penetration_percentage = 50
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armour_penetration_flat = 10
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origin_tech = "magnets=4;syndicate=5"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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block_chance = 75
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@@ -392,7 +394,7 @@
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force_wielded = 18
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throwforce = 20
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throw_speed = 4
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armour_penetration = 10
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armour_penetration_flat = 5
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materials = list(MAT_METAL = 1150, MAT_GLASS = 2075)
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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@@ -443,7 +445,7 @@
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force_unwielded = 11
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force_wielded = 20 //I have no idea how to balance
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throwforce = 22
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armour_penetration = 15 //Enhanced armor piercing
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armour_penetration_percentage = 15 //Enhanced armor piercing
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icon_prefix = "bone_spear"
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//GREY TIDE
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@@ -576,7 +578,7 @@
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/obj/item/twohanded/required/chainsaw/doomslayer
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name = "OOOH BABY"
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desc = "<span class='warning'>VRRRRRRR!!!</span>"
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armour_penetration = 100
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armour_penetration_percentage = 100
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force_on = 30
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/obj/item/twohanded/required/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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@@ -602,7 +604,8 @@
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hitsound = null // Handled in the snowflaked attack proc
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wieldsound = 'sound/weapons/chainsawstart.ogg'
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hitsound = null
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armour_penetration = 35
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armour_penetration_percentage = 50
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armour_penetration_flat = 10
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origin_tech = "materials=6;syndicate=4"
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attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
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sharp = TRUE
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