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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
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@@ -123,7 +123,7 @@
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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", armor_penetration_percentage = stamina_armor_pen) // returns their chest melee armour
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var/armour = target.run_armor_check(BODY_ZONE_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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@@ -19,8 +19,8 @@
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var/mob/living/carbon/M = G.assailant
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C_imp_in.visible_message("<span class='warning'>[C_imp_in] suddenly shocks [M] from their wrists and slips out of their grab!</span>")
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M.Stun(2 SECONDS) //Drops the grab
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M.apply_damage(2, BURN, "r_hand", M.run_armor_check("r_hand", "energy"))
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M.apply_damage(2, BURN, "l_hand", M.run_armor_check("l_hand", "energy"))
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M.apply_damage(2, BURN, BODY_ZONE_PRECISE_R_HAND, M.run_armor_check(BODY_ZONE_PRECISE_R_HAND, ENERGY))
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M.apply_damage(2, BURN, BODY_ZONE_PRECISE_L_HAND, M.run_armor_check(BODY_ZONE_PRECISE_L_HAND, ENERGY))
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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.
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C_imp_in.SetWeakened(0)
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playsound(C_imp_in.loc, "sound/weapons/egloves.ogg", 75, 1)
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@@ -50,11 +50,11 @@
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if(!ishuman(target))
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return
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var/mob/living/carbon/human/H = target
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if(!prob(embed_prob - ARMOUR_VALUE_TO_PERCENTAGE(H.getarmor(null, BOMB))))
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to_chat(H, "<span class='warning'>Shrapnel bounces off your armor!</span>")
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var/mob/living/carbon/human/human = target
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if(!prob(embed_prob - ARMOUR_VALUE_TO_PERCENTAGE(human.getarmor(armor_type = BOMB))))
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to_chat(human, "<span class='warning'>Shrapnel bounces off your armor!</span>")
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return
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H.try_embed_object(new_possible_embed)
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human.try_embed_object(new_possible_embed)
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/obj/item/projectile/bullet/shrapnel/on_range()
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var/obj/item/we_missed = new embedded_type(get_turf(src)) // we missed, lets toss the shrapnel
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