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Removes british spelling of armor from armor_penetration vars (#30104)
* spelling * manually rename last armour pen * Update code/game/objects/obj_defense.dm Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> * Update goldgrub.dm --------- Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
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@@ -10,7 +10,7 @@
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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_percentage = 100
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armor_penetration_percentage = 100
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attack_verb = list("bludgeoned", "whacked", "disciplined")
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resistance_flags = FLAMMABLE
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@@ -19,7 +19,7 @@
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/// The amount of stamina damage the baton does per swing
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var/stamina_damage = 30
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/// How much melee armour is ignored by the stamina damage
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var/stamina_armour_pen = 0
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var/stamina_armor_pen = 0
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/// The stun time (in seconds) for non-silicons
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var/knockdown_duration = 6 SECONDS
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/// The stun time (in seconds) for silicons
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@@ -122,7 +122,7 @@
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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_percentage = stamina_armour_pen) // returns their chest melee armour
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var/armour = target.run_armor_check("chest", armor_penetration_percentage = stamina_armor_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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@@ -248,7 +248,7 @@
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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_flat = 30
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armor_penetration_flat = 30
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slot_flags = ITEM_SLOT_BACK
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sharp = TRUE
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attack_verb = list("chopped", "sliced", "cut", "reaped")
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@@ -181,7 +181,7 @@
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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_percentage = 100
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armor_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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@@ -207,8 +207,8 @@
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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_percentage = 50
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armour_penetration_flat = 10
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armor_penetration_percentage = 50
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armor_penetration_flat = 10
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origin_tech = "combat=3;magnets=4;syndicate=4"
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sharp = TRUE
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var/hacked = FALSE
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@@ -345,8 +345,8 @@
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throwforce_on = 10 // No PvP shenanigans, this is main weapon in PvE explorer gameplay and can be obtained very easy
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embed_chance = 45
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embedded_impact_pain_multiplier = 4
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armour_penetration_percentage = 0
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armour_penetration_flat = 0
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armor_penetration_percentage = 0
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armor_penetration_flat = 0
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icon_state = "cutlass0"
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icon_state_on = "cutlass1"
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light_color = LIGHT_COLOR_RED
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@@ -14,7 +14,7 @@
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force = 15
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throwforce = 10
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w_class = WEIGHT_CLASS_BULKY
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armour_penetration_percentage = 75
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armor_penetration_percentage = 75
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sharp = TRUE
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origin_tech = null
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attack_verb = list("lunged at", "stabbed")
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@@ -112,7 +112,7 @@
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flags = CONDUCT
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force = 5
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throwforce = 5
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armour_penetration_flat = 30
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armor_penetration_flat = 30
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w_class = WEIGHT_CLASS_BULKY
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sharp = TRUE
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origin_tech = "combat=6;syndicate=5"
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@@ -280,8 +280,8 @@
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force_on = 40
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throw_speed = 1
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throw_range = 5
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armour_penetration_percentage = 50
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armour_penetration_flat = 10
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armor_penetration_percentage = 50
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armor_penetration_flat = 10
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/obj/item/chainsaw/syndie/Initialize(mapload)
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. = ..()
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@@ -310,7 +310,7 @@
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/obj/item/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_percentage = 100
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armor_penetration_percentage = 100
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force_on = 30
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/obj/item/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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@@ -9,7 +9,7 @@
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resistance_flags = LAVA_PROOF | FIRE_PROOF
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w_class = WEIGHT_CLASS_BULKY
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force = 25
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armour_penetration_flat = 50
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armor_penetration_flat = 50
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sharp = TRUE
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new_attack_chain = TRUE
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///enchantment holder, gives it unique on hit effects.
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@@ -55,8 +55,8 @@
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/obj/item/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_flat = 10
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armour_penetration_percentage = 30
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armor_penetration_flat = 10
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armor_penetration_percentage = 30
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var/charge = 20
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var/max_charge = 20
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@@ -106,8 +106,8 @@
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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var/w_class_on = WEIGHT_CLASS_BULKY
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armour_penetration_flat = 10
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armour_penetration_percentage = 50
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armor_penetration_flat = 10
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armor_penetration_percentage = 50
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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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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 70)
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@@ -279,7 +279,7 @@
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var/force_wielded = 18
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throwforce = 20
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throw_speed = 4
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armour_penetration_flat = 5
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armor_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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@@ -350,7 +350,7 @@
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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_percentage = 15 //Enhanced armor piercing
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armor_penetration_percentage = 15 //Enhanced armor piercing
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//Blatant imitation of spear, but all natural. Also not valid for explosive modification.
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/obj/item/spear/bamboo
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@@ -627,7 +627,7 @@
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flags = ABSTRACT | NODROP | DROPDEL
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force = 22
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damtype = BURN
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armour_penetration_percentage = 50
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armor_penetration_percentage = 50
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sharp = TRUE
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attack_effect_override = ATTACK_EFFECT_CLAW
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hitsound = 'sound/weapons/bladeslice.ogg'
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