Some more armor tweaks (#30398)

* summary

* (required)

* undef

* oh this is unused, nice

* ok but.. why

* a tiny bit more

* Update human_defense.dm

* Update mass_hallucination.dm
This commit is contained in:
kyunkyunkyun
2025-09-19 20:43:42 +05:00
committed by GitHub
parent b52f6cc6c0
commit 83509c3967
32 changed files with 155 additions and 142 deletions
+1 -1
View File
@@ -123,7 +123,7 @@
* * user - The attacking user
*/
/obj/item/melee/classic_baton/proc/on_non_silicon_stun(mob/living/target, mob/living/user)
var/armour = target.run_armor_check("chest", armor_penetration_percentage = stamina_armor_pen) // returns their chest melee armour
var/armour = target.run_armor_check(BODY_ZONE_CHEST, armor_penetration_percentage = stamina_armor_pen) // returns their chest melee armour
var/percentage_reduction = 0
if(ishuman(target))
percentage_reduction = (100 - ARMOUR_VALUE_TO_PERCENTAGE(armour)) / 100
@@ -19,8 +19,8 @@
var/mob/living/carbon/M = G.assailant
C_imp_in.visible_message("<span class='warning'>[C_imp_in] suddenly shocks [M] from their wrists and slips out of their grab!</span>")
M.Stun(2 SECONDS) //Drops the grab
M.apply_damage(2, BURN, "r_hand", M.run_armor_check("r_hand", "energy"))
M.apply_damage(2, BURN, "l_hand", M.run_armor_check("l_hand", "energy"))
M.apply_damage(2, BURN, BODY_ZONE_PRECISE_R_HAND, M.run_armor_check(BODY_ZONE_PRECISE_R_HAND, ENERGY))
M.apply_damage(2, BURN, BODY_ZONE_PRECISE_L_HAND, M.run_armor_check(BODY_ZONE_PRECISE_L_HAND, ENERGY))
C_imp_in.SetStunned(0) //This only triggers if they are grabbed, to have them break out of the grab, without the large stun time.
C_imp_in.SetWeakened(0)
playsound(C_imp_in.loc, "sound/weapons/egloves.ogg", 75, 1)
@@ -50,11 +50,11 @@
if(!ishuman(target))
return
var/mob/living/carbon/human/H = target
if(!prob(embed_prob - ARMOUR_VALUE_TO_PERCENTAGE(H.getarmor(null, BOMB))))
to_chat(H, "<span class='warning'>Shrapnel bounces off your armor!</span>")
var/mob/living/carbon/human/human = target
if(!prob(embed_prob - ARMOUR_VALUE_TO_PERCENTAGE(human.getarmor(armor_type = BOMB))))
to_chat(human, "<span class='warning'>Shrapnel bounces off your armor!</span>")
return
H.try_embed_object(new_possible_embed)
human.try_embed_object(new_possible_embed)
/obj/item/projectile/bullet/shrapnel/on_range()
var/obj/item/we_missed = new embedded_type(get_turf(src)) // we missed, lets toss the shrapnel