Kills Armor RNG

Ports over non-RNG armor from /tg/, currently is having issues with
thrown items (no damage if armored).
This commit is contained in:
DZD
2015-01-17 20:22:12 -05:00
parent c4913deff2
commit 648a5c8fb4
6 changed files with 52 additions and 59 deletions
@@ -21,7 +21,7 @@
if (stat == CONSCIOUS && (src in dead_mob_list)) //Defib fix
update_revive()
return
/mob/living/carbon/human/proc/update_revive() // handles revival through other means than cloning or adminbus (defib, IPC repair)
stat = CONSCIOUS
dead_mob_list -= src
@@ -29,7 +29,7 @@
mob_list |= src
ear_deaf = 0
tod = 0
timeofdeath = 0
timeofdeath = 0
/mob/living/carbon/human/getBrainLoss()
if(species && species.flags & NO_INTORGANS) return
@@ -139,7 +139,7 @@
var/datum/organ/external/O = pick(candidates)
O.mutate()
src << "<span class = 'notice'>Something is not right with your [O.display_name]...</span>"
O.add_autopsy_data("Mutation", amount)
O.add_autopsy_data("Mutation", amount)
return
else
if (prob(heal_prob))
@@ -292,7 +292,8 @@ This function restores all organs.
//Handle BRUTE and BURN damage
handle_suit_punctures(damagetype, damage)
if(blocked >= 2) return 0
blocked = (100-blocked)/100
if(blocked <= 0) return 0
var/datum/organ/external/organ = null
if(isorgan(def_zone))
@@ -302,8 +303,7 @@ This function restores all organs.
organ = get_organ(check_zone(def_zone))
if(!organ) return 0
if(blocked)
damage = (damage/(blocked+1))
damage = damage * blocked
switch(damagetype)
if(BRUTE)
@@ -271,7 +271,7 @@ emp_act
weapon_sharp = 0
weapon_edge = 0
if(armor >= 2) return 0
if(armor >= 100) return 0
if(!I.force) return 0
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
+21 -19
View File
@@ -9,29 +9,30 @@
standard 0 if fail
*/
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
if(!damage || (blocked >= 2)) return 0
blocked = (100-blocked)/100
if(!damage || (blocked <= 0)) return 0
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage/(blocked+1))
adjustBruteLoss(damage * blocked)
if(BURN)
if(M_RESIST_HEAT in mutations) damage = 0
adjustFireLoss(damage/(blocked+1))
adjustFireLoss(damage * blocked)
if(TOX)
adjustToxLoss(damage/(blocked+1))
adjustToxLoss(damage * blocked)
if(OXY)
adjustOxyLoss(damage/(blocked+1))
adjustOxyLoss(damage * blocked)
if(CLONE)
adjustCloneLoss(damage/(blocked+1))
adjustCloneLoss(damage * blocked)
if(HALLOSS)
adjustHalLoss(damage/(blocked+1))
adjustHalLoss(damage * blocked)
if(STAMINA)
adjustStaminaLoss(damage/(blocked+1))
adjustStaminaLoss(damage * blocked)
updatehealth()
return 1
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0, var/stamina = 0)
if(blocked >= 2) return 0
if(blocked >= 100) return 0
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
if(burn) apply_damage(burn, BURN, def_zone, blocked)
if(tox) apply_damage(tox, TOX, def_zone, blocked)
@@ -44,27 +45,28 @@
/mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0)
if(!effect || (blocked >= 2)) return 0
blocked = (100-blocked)/100
if(!effect || (blocked <= 0)) return 0
switch(effecttype)
if(STUN)
Stun(effect/(blocked+1))
Stun(effect * blocked)
if(WEAKEN)
Weaken(effect/(blocked+1))
Weaken(effect * blocked)
if(PARALYZE)
Paralyse(effect/(blocked+1))
Paralyse(effect * blocked)
if(AGONY)
halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
if(IRRADIATE)
radiation += max((((effect - (effect*(getarmor(null, "rad")/100))))/(blocked+1)),0)//Rads auto check armor
radiation += max(effect * ((100-run_armor_check(null, "rad", "Your clothes feel warm.", "Your clothes feel warm."))/100),0)//Rads auto check armor
if(STUTTER)
if(status_flags & CANSTUN) // stun is usually associated with stutter
stuttering = max(stuttering,(effect/(blocked+1)))
stuttering = max(stuttering,(effect * blocked))
if(EYE_BLUR)
eye_blurry = max(eye_blurry,(effect/(blocked+1)))
eye_blurry = max(eye_blurry,(effect * blocked))
if(DROWSY)
drowsyness = max(drowsyness,(effect/(blocked+1)))
drowsyness = max(drowsyness,(effect * blocked))
if(JITTER)
jitteriness = max(jitteriness,(effect/(blocked+1)))
jitteriness = max(jitteriness,(effect * blocked))
updatehealth()
return 1
@@ -79,7 +81,7 @@
return ..()
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0, var/stamina = 0, var/jitter = 0)
if(blocked >= 2) return 0
if(blocked >= 100) return 0
if(stun) apply_effect(stun, STUN, blocked)
if(weaken) apply_effect(weaken, WEAKEN, blocked)
if(paralyze) apply_effect(paralyze, PARALYZE, blocked)
+20 -27
View File
@@ -12,25 +12,19 @@
*/
/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/absorb_text = null, var/soften_text = null)
var/armor = getarmor(def_zone, attack_flag)
var/absorb = 0
if(prob(armor))
absorb += 1
if(prob(armor))
absorb += 1
if(absorb >= 2)
if(absorb_text)
show_message("[absorb_text]")
else
show_message("\red Your armor absorbs the blow!")
return 2
if(absorb == 1)
if(absorb_text)
show_message("[soften_text]",4)
else
show_message("\red Your armor softens the blow!")
return 1
return 0
if(armor >= 100)
if(absorb_text)
src << "<span class='userdanger'>[absorb_text]</span>"
else
src << "<span class='userdanger'>Your armor absorbs the blow!</span>"
else if(armor > 0)
if(soften_text)
src << "<span class='userdanger'>[soften_text]</span>"
else
src << "<span class='userdanger'>Your armor softens the blow!</span>"
world << "Armor is [armor]"
return armor
//if null is passed for def_zone, then this should return something appropriate for all zones (e.g. area effect damage)
/mob/living/proc/getarmor(var/def_zone, var/type)
@@ -73,21 +67,20 @@
*/
//Armor
var/absorb = run_armor_check(def_zone, P.flag)
var/armor = run_armor_check(def_zone, P.flag)
var/proj_sharp = is_sharp(P)
var/proj_edge = has_edge(P)
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.flag)))
proj_sharp = 0
proj_edge = 0
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge)
P.on_hit(src, absorb, def_zone)
if(istype(P, /obj/item/projectile/beam/lightning))
if(istype(P, /obj/item/projectile/beam/lightning)) //Stupid snowflake lightning gun.
if(P.damage >= 200)
src.dust()
return absorb
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
return P.on_hit(src, armor, def_zone)
//Handles the effects of "stun" weapons
/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
@@ -117,6 +110,7 @@
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
if(istype(AM,/obj/))
var/obj/O = AM
var/zone = ran_zone("chest", 65)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
@@ -140,8 +134,7 @@
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(null, "melee")
if(armor < 2)
apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
apply_damage(throw_damage, dtype, zone, armor, O, is_sharp(O), has_edge(O))
O.throwing = 0 //it hit, so stop moving