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>
This commit is contained in:
kyunkyunkyun
2025-09-01 09:27:52 +05:00
committed by GitHub
parent 3216ab1c00
commit 626eaaeb79
65 changed files with 152 additions and 152 deletions
+2 -2
View File
@@ -135,9 +135,9 @@ RESTRICT_TYPE(/mob/living/basic)
/// What can this mob break?
var/environment_smash = ENVIRONMENT_SMASH_NONE
/// Flat armour reduction, occurs after percentage armour penetration.
var/armour_penetration_flat = 0
var/armor_penetration_flat = 0
/// Percentage armour reduction, happens before flat armour reduction.
var/armour_penetration_percentage = 0
var/armor_penetration_percentage = 0
/// Damage type of a simple mob's melee attack, should it do damage.
var/melee_damage_type = BRUTE
/// Lower bound for melee attack cooldown
@@ -49,6 +49,6 @@
ore.forceMove(loc)
/mob/living/basic/mining/goldgrub/bullet_act(obj/item/projectile/P)
if(P.armour_penetration_flat + P.armour_penetration_percentage >= 100)
if(P.armor_penetration_flat + P.armor_penetration_percentage >= 100)
return ..()
visible_message("<span class='danger'>[P.name] was repelled by [name]'s girth!</span>")
@@ -304,7 +304,7 @@
var/atom/throw_target = get_edge_target_turf(L, get_dir(src, get_step_away(L, src)))
L.throw_at(throw_target, 4, 4)
var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
var/armor = L.run_armor_check(def_zone = limb_to_hit, attack_flag = MELEE, armour_penetration_percentage = 50)
var/armor = L.run_armor_check(def_zone = limb_to_hit, attack_flag = MELEE, armor_penetration_percentage = 50)
L.apply_damage(40, BRUTE, limb_to_hit, armor)
// Tendril-spawned Legion remains, the charred skeletons of those whose bodies sank into laval or fell into chasms.
@@ -110,8 +110,8 @@
update_icon(UPDATE_NAME)
throwforce = possessed_item.throwforce
armour_penetration_flat = possessed_item.armour_penetration_flat
armour_penetration_percentage = possessed_item.armour_penetration_percentage
armor_penetration_flat = possessed_item.armor_penetration_flat
armor_penetration_percentage = possessed_item.armor_penetration_percentage
melee_damage_lower = max(0, possessed_item.force - 5)
melee_damage_upper = possessed_item.force + 5
@@ -485,7 +485,7 @@ emp_act
if(!I.force)
return //item force is zero
var/armor = run_armor_check(affecting, MELEE, "<span class='warning'>Your armour has protected your [hit_area].</span>", "<span class='warning'>Your armour has softened hit to your [hit_area].</span>", armour_penetration_flat = I.armour_penetration_flat, armour_penetration_percentage = I.armour_penetration_percentage)
var/armor = run_armor_check(affecting, MELEE, "<span class='warning'>Your armour has protected your [hit_area].</span>", "<span class='warning'>Your armour has softened hit to your [hit_area].</span>", armor_penetration_flat = I.armor_penetration_flat, armor_penetration_percentage = I.armor_penetration_percentage)
if(armor == INFINITY)
return
@@ -681,7 +681,7 @@ emp_act
if(w_uniform)
w_uniform.add_fingerprint(M)
var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_selected))
var/armor_block = run_armor_check(affecting, MELEE, armour_penetration_flat = 10)
var/armor_block = run_armor_check(affecting, MELEE, armor_penetration_flat = 10)
playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
visible_message("<span class='danger'>[M] has slashed at [src]!</span>", \
@@ -715,7 +715,7 @@ emp_act
if(!affecting)
affecting = get_organ("chest")
affecting.add_autopsy_data(M.name, damage) // Add the mob's name to the autopsy data
var/armor = run_armor_check(affecting, MELEE, armour_penetration_flat = M.armour_penetration_flat, armour_penetration_percentage = M.armour_penetration_percentage)
var/armor = run_armor_check(affecting, MELEE, armor_penetration_flat = M.armor_penetration_flat, armor_penetration_percentage = M.armor_penetration_percentage)
apply_damage(damage, M.melee_damage_type, affecting, armor)
updatehealth("animal attack")
@@ -730,7 +730,7 @@ emp_act
if(!affecting)
affecting = get_organ("chest")
affecting.add_autopsy_data(attacker.name, damage) // Add the mob's name to the autopsy data
var/armor = run_armor_check(affecting, MELEE, armour_penetration_flat = attacker.armour_penetration_flat, armour_penetration_percentage = attacker.armour_penetration_percentage)
var/armor = run_armor_check(affecting, MELEE, armor_penetration_flat = attacker.armor_penetration_flat, armor_penetration_percentage = attacker.armor_penetration_percentage)
apply_damage(damage, attacker.melee_damage_type, affecting, armor)
updatehealth("basicmob attack")
@@ -385,7 +385,7 @@
/datum/species/golem/sand/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H))
if((P.flag == BULLET || P.flag == BOMB) && P.armour_penetration_percentage < 100)
if((P.flag == BULLET || P.flag == BOMB) && P.armor_penetration_percentage < 100)
playsound(H, 'sound/effects/shovel_dig.ogg', 70, 1)
H.visible_message("<span class='danger'>[P] sinks harmlessly in [H]'s sandy body!</span>", \
"<span class='userdanger'>[P] sinks harmlessly in [H]'s sandy body!</span>")
+5 -5
View File
@@ -10,7 +10,7 @@
1 - halfblock
2 - fullblock
*/
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration_flat = 0, penetrated_text = "Your armor was penetrated!", armour_penetration_percentage = 0)
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armor_penetration_flat = 0, penetrated_text = "Your armor was penetrated!", armor_penetration_percentage = 0)
var/armor = getarmor(def_zone, attack_flag)
if(armor == INFINITY)
@@ -18,12 +18,12 @@
return armor
if(armor <= 0)
return armor
if(!armour_penetration_flat && !armour_penetration_percentage)
if(!armor_penetration_flat && !armor_penetration_percentage)
to_chat(src, "<span class='userdanger'>[soften_text]</span>")
return armor
var/armor_original = armor
armor = max(0, (armor * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat)
armor = max(0, (armor * ((100 - armor_penetration_percentage) / 100)) - armor_penetration_flat)
if(armor_original <= armor)
to_chat(src, "<span class='userdanger'>[soften_text]</span>")
else
@@ -44,7 +44,7 @@
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, P, def_zone)
//Armor
var/armor = run_armor_check(def_zone, P.flag, armour_penetration_flat = P.armour_penetration_flat, armour_penetration_percentage = P.armour_penetration_percentage)
var/armor = run_armor_check(def_zone, P.flag, armor_penetration_flat = P.armor_penetration_flat, armor_penetration_percentage = P.armor_penetration_percentage)
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
if(P.dismemberment)
@@ -140,7 +140,7 @@
visible_message("<span class='danger'>[src] is hit by [thrown_item]!</span>", "<span class='userdanger'>You're hit by [thrown_item]!</span>")
if(!thrown_item.throwforce)
return
var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration_flat, armour_penetration_percentage = thrown_item.armour_penetration_percentage)
var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armor_penetration_flat, armor_penetration_percentage = thrown_item.armor_penetration_percentage)
apply_damage(thrown_item.throwforce, thrown_item.damtype, zone, armor, thrown_item.sharp, thrown_item)
if(QDELETED(src)) //Damage can delete the mob.
return
@@ -23,7 +23,7 @@
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
damage = run_armor(damage, M.melee_damage_type, MELEE, 0, M.armour_penetration_flat, M.armour_penetration_percentage)
damage = run_armor(damage, M.melee_damage_type, MELEE, 0, M.armor_penetration_flat, M.armor_penetration_percentage)
switch(M.melee_damage_type)
if(BRUTE)
adjustBruteLoss(damage)
@@ -74,7 +74,7 @@
. = ..()
if(.)
var/damage = rand(attacker.melee_damage_lower, attacker.melee_damage_upper)
damage = run_armor(damage, attacker.melee_damage_type, MELEE, 0, attacker.armour_penetration_flat, attacker.armour_penetration_percentage)
damage = run_armor(damage, attacker.melee_damage_type, MELEE, 0, attacker.armor_penetration_flat, attacker.armor_penetration_percentage)
switch(attacker.melee_damage_type)
if(BRUTE)
adjustBruteLoss(damage)
@@ -280,7 +280,7 @@
/mob/living/silicon/bullet_act(obj/item/projectile/Proj)
if(!Proj.nodamage)
var/damage = run_armor(Proj.damage, Proj.damage_type, Proj.flag, 0, Proj.armour_penetration_flat, Proj.armour_penetration_percentage)
var/damage = run_armor(Proj.damage, Proj.damage_type, Proj.flag, 0, Proj.armor_penetration_flat, Proj.armor_penetration_percentage)
switch(Proj.damage_type)
if(BRUTE)
adjustBruteLoss(damage)
@@ -305,18 +305,18 @@
if(ishuman(user))
var/mob/living/carbon/human/H = user
bonus_damage = H.physiology.melee_bonus
var/damage = run_armor(I.force + bonus_damage, I.damtype, MELEE, 0, I.armour_penetration_flat, I.armour_penetration_percentage)
var/damage = run_armor(I.force + bonus_damage, I.damtype, MELEE, 0, I.armor_penetration_flat, I.armor_penetration_percentage)
apply_damage(damage, I.damtype, def_zone)
///returns the damage value of the attack after processing the silicons's various armor protections
/mob/living/silicon/proc/run_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0)
/mob/living/silicon/proc/run_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armor_penetration_flat = 0, armor_penetration_percentage = 0)
if(damage_type != BRUTE && damage_type != BURN)
return 0
var/armor_protection = 0
if(damage_flag)
armor_protection = armor.getRating(damage_flag)
if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100)
armor_protection = clamp((armor_protection * ((100 - armor_penetration_percentage) / 100)) - armor_penetration_flat, min(armor_protection, 0), 100)
return round(damage_amount * (100 - armor_protection) * 0.01, DAMAGE_PRECISION)
/mob/living/silicon/apply_effect(effect = 0, effecttype = STUN, blocked = 0)
@@ -16,7 +16,7 @@
attacktext = "slices"
attack_sound = 'sound/weapons/bladeslice.ogg'
armour_penetration_percentage = 40
armor_penetration_percentage = 40
melee_damage_lower = 10
melee_damage_upper = 100
environment_smash = ENVIRONMENT_SMASH_RWALLS
@@ -43,6 +43,6 @@
maxHealth = 200
health = 200
speed = 3
armour_penetration_flat = 5
armor_penetration_flat = 5
melee_damage_upper = 20
environment_smash = 2
@@ -60,7 +60,7 @@ Difficulty: Hard
friendly = "stares down"
speak_emote = list("BUZZES")
universal_speak = TRUE
armour_penetration_percentage = 50
armor_penetration_percentage = 50
melee_damage_lower = 20
melee_damage_upper = 20
melee_damage_type = BURN //Legs do the stomping, this is just a shock
@@ -210,19 +210,19 @@ Difficulty: Hard
/mob/living/simple_animal/hostile/megafauna/ancient_robot/enrage()
. = ..()
armour_penetration_percentage = 66
TL.armour_penetration_percentage = 66
TR.armour_penetration_percentage = 66
BL.armour_penetration_percentage = 66
BR.armour_penetration_percentage = 66
armor_penetration_percentage = 66
TL.armor_penetration_percentage = 66
TR.armor_penetration_percentage = 66
BL.armor_penetration_percentage = 66
BR.armor_penetration_percentage = 66
/mob/living/simple_animal/hostile/megafauna/ancient_robot/unrage()
. = ..()
armour_penetration_percentage = 50
TL.armour_penetration_percentage = 50
TR.armour_penetration_percentage = 50
BL.armour_penetration_percentage = 50
BR.armour_penetration_percentage = 50
armor_penetration_percentage = 50
TL.armor_penetration_percentage = 50
TR.armor_penetration_percentage = 50
BL.armor_penetration_percentage = 50
BR.armor_penetration_percentage = 50
/mob/living/simple_animal/hostile/megafauna/ancient_robot/OpenFire()
@@ -338,7 +338,7 @@ Difficulty: Hard
L.visible_message("<span class='danger'>[src] slams into [L]!</span>", "<span class='userdanger'>[src] tramples you into the ground!</span>")
forceMove(get_turf(L))
var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
L.apply_damage(25, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration_flat, armour_penetration_percentage))
L.apply_damage(25, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armor_penetration_flat, armor_penetration_percentage))
playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, TRUE)
shake_camera(L, 4, 3)
shake_camera(src, 2, 3)
@@ -664,7 +664,7 @@ Difficulty: Hard
projectilesound = 'sound/weapons/gunshots/gunshot.ogg'
projectiletype = /obj/item/projectile/bullet/ancient_robot_bullet
attacktext = "stomps on"
armour_penetration_percentage = 50
armor_penetration_percentage = 50
melee_damage_lower = 15
melee_damage_upper = 15
obj_damage = 400
@@ -767,7 +767,7 @@ Difficulty: Hard
L.visible_message("<span class='danger'>[src] slams into [L]!</span>", "<span class='userdanger'>[src] tramples you into the ground!</span>")
forceMove(get_turf(L))
var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
L.apply_damage(12.5, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration_flat, armour_penetration_percentage))
L.apply_damage(12.5, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armor_penetration_flat, armor_penetration_percentage))
playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, TRUE)
shake_camera(L, 4, 3)
shake_camera(src, 2, 3)
@@ -41,7 +41,7 @@ Difficulty: Hard
friendly = "stares down"
icon = 'icons/mob/lavaland/96x96megafauna.dmi'
speak_emote = list("gurgles")
armour_penetration_percentage = 50
armor_penetration_percentage = 50
melee_damage_lower = 40
melee_damage_upper = 40
speed = 5
@@ -321,7 +321,7 @@ Difficulty: Hard
to_chat(L, "<span class='userdanger'>[src] rends you!</span>")
playsound(T, attack_sound, 100, TRUE, -1)
var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
L.apply_damage(second_life ? 20 : 10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration_flat, armour_penetration_percentage))
L.apply_damage(second_life ? 20 : 10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armor_penetration_flat, armor_penetration_percentage))
SLEEP_CHECK_DEATH(3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
@@ -650,7 +650,7 @@ Difficulty: Hard
desc = "Oh they are PISSED. And quite injured too..."
health = 750
maxHealth = 750
armour_penetration_percentage = 75
armor_penetration_percentage = 75
second_life = TRUE
enraged = TRUE
rapid_melee = 12
@@ -38,7 +38,7 @@ Difficulty: Very Hard
friendly = "stares down"
icon = 'icons/mob/lavaland/96x96megafauna.dmi'
speak_emote = list("roars")
armour_penetration_percentage = 50
armor_penetration_percentage = 50
melee_damage_lower = 40
melee_damage_upper = 40
speed = 10
@@ -360,7 +360,7 @@ Difficulty: Very Hard
name ="death bolt"
icon_state= "chronobolt"
damage = 25
armour_penetration_percentage = 100
armor_penetration_percentage = 100
speed = 2
/obj/item/projectile/colossus/on_hit(atom/target, blocked = 0)
@@ -43,7 +43,7 @@ Difficulty: Medium
icon_dead = "dragon_dead"
friendly = "stares down"
speak_emote = list("roars")
armour_penetration_percentage = 50
armor_penetration_percentage = 50
melee_damage_lower = 40
melee_damage_upper = 40
speed = 5
@@ -48,7 +48,7 @@ Difficulty: Hard
icon = 'icons/mob/lavaland/hierophant_new.dmi'
faction = list("boss") //asteroid mobs? get that shit out of my beautiful square house
speak_emote = list("preaches")
armour_penetration_percentage = 100 //It does 15 damage / only attacks when enraged
armor_penetration_percentage = 100 // It does 15 damage / only attacks when enraged
melee_damage_lower = 15
melee_damage_upper = 15
speed = 10
@@ -28,7 +28,7 @@ Difficulty: Medium
attacktext = "chomps"
attack_sound = 'sound/misc/demon_attack1.ogg'
speak_emote = list("echoes")
armour_penetration_percentage = 50
armor_penetration_percentage = 50
melee_damage_lower = 40
melee_damage_upper = 40
wander = FALSE
@@ -29,7 +29,7 @@
health = 1000
melee_damage_lower = 30
melee_damage_upper = 30
armour_penetration_percentage = 50
armor_penetration_percentage = 50
attacktext = "beats down on"
attack_sound = 'sound/weapons/punch1.ogg'
throw_message = "does nothing to the rocky hide of the"
@@ -178,7 +178,7 @@
health = 50
melee_damage_lower = 12.5
melee_damage_upper = 12.5
armour_penetration_percentage = 50
armor_penetration_percentage = 50
attacktext = "bashes against"
attack_sound = 'sound/weapons/punch1.ogg'
throw_message = "does nothing to the rocky hide of the"
@@ -28,7 +28,7 @@
health = 1000
melee_damage_lower = 20
melee_damage_upper = 20
armour_penetration_percentage = 50
armor_penetration_percentage = 50
light_power = 5
light_range = 2
light_color = "#FF0000"
@@ -226,7 +226,7 @@
name = "death bolt"
icon_state = "chronobolt"
damage = 15
armour_penetration_percentage = 50
armor_penetration_percentage = 50
speed = 2
/obj/item/projectile/herald/teleshot
@@ -28,7 +28,7 @@
health = 1000
melee_damage_lower = 35
melee_damage_upper = 35
armour_penetration_percentage = 50
armor_penetration_percentage = 50
attacktext = "slashes its arms at"
attack_sound = 'sound/weapons/bladeslice.ogg'
throw_message = "doesn't affect the sturdiness of"
@@ -30,7 +30,7 @@
health = 1000
melee_damage_lower = 15
melee_damage_upper = 15
armour_penetration_percentage = 50
armor_penetration_percentage = 50
attacktext = "smashes into the side of"
attack_sound = 'sound/weapons/sonic_jackhammer.ogg'
throw_message = "merely dinks off of the"
@@ -70,7 +70,7 @@
damage_coeff = list(BRUTE = 0.9, BURN = 0.9, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0) // Imitates our armor
melee_damage_lower = 30
melee_damage_upper = 30
armour_penetration_percentage = 50
armor_penetration_percentage = 50
loot = list(
/obj/effect/decal/cleanable/blood/innards,
/obj/effect/decal/cleanable/blood,
@@ -66,9 +66,9 @@
/// How much damage this simple animal does to objects, if any
var/obj_damage = 0
/// Flat armour reduction, occurs after percentage armour penetration.
var/armour_penetration_flat = 0
var/armor_penetration_flat = 0
/// Percentage armour reduction, happens before flat armour reduction.
var/armour_penetration_percentage = 0
var/armor_penetration_percentage = 0
/// Damage type of a simple mob's melee attack, should it do damage.
var/melee_damage_type = BRUTE
/// 1 for full damage , 0 for none , -1 for 1:1 heal from that source