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Fixing some balancing issues with riot shields and armor.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2010 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -79,7 +79,7 @@
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desc = "Someone who wears this will look very smart."
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icon_state = "detective"
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allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
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armor = list(melee = 50, bullet = 40, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0)
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armor = list(melee = 50, bullet = 5, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0)
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/obj/item/clothing/head/powdered_wig
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name = "powdered wig"
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@@ -150,7 +150,7 @@
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icon_state = "helmet"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
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item_state = "helmet"
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armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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armor = list(melee = 75, bullet = 10, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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protective_temperature = 500
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heat_transfer_coefficient = 0.10
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@@ -19,14 +19,14 @@
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heat_transfer_coefficient = 0.30
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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slowdown = 2
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armor = list(melee = 20, bullet = 10, laser = 10, taser = 5, bomb = 100, bio = 0, rad = 0)
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armor = list(melee = 20, bullet = 5, laser = 10, taser = 5, bomb = 100, bio = 0, rad = 0)
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/obj/item/clothing/suit/bomb_suit/security
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desc = "A suit designed for safety when handling explosives. Includes light armoring against non-explosive hazards as well."
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icon_state = "bombsuitsec"
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item_state = "bombsuitsec"
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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armor = list(melee = 50, bullet = 40, laser = 20, taser = 5, bomb = 100, bio = 0, rad = 0)
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armor = list(melee = 50, bullet = 5, laser = 20, taser = 5, bomb = 100, bio = 0, rad = 0)
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/obj/item/clothing/suit/bio_suit
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name = "bio suit"
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@@ -50,7 +50,7 @@
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/obj/item/clothing/suit/bio_suit/security
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icon_state = "bio_security"
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desc = "A suit that protects against biological contamination. Includes basic armoring against non-bio hazards as well."
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armor = list(melee = 30, bullet = 20, laser = 10, taser = 5, bomb = 20, bio = 100, rad = 20)
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armor = list(melee = 30, bullet = 0, laser = 10, taser = 5, bomb = 20, bio = 100, rad = 20)
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/obj/item/clothing/suit/bio_suit/janitor
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icon_state = "bio_janitor"
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@@ -72,7 +72,7 @@
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item_state = "det_suit"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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armor = list(melee = 50, bullet = 40, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0)
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armor = list(melee = 50, bullet = 5, laser = 30, taser = 10, bomb = 20, bio = 0, rad = 0)
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/obj/item/clothing/suit/det_suit/armor
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name = "armor"
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@@ -81,7 +81,7 @@
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item_state = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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allowed = list(/obj/item/weapon/gun/projectile/detective,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/cigpacket,/obj/item/weapon/zippo,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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armor = list(melee = 75, bullet = 25, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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/obj/item/clothing/suit/judgerobe
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name = "judge's robe"
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@@ -252,7 +252,7 @@
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item_state = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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armor = list(melee = 50, bullet = 15, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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/obj/item/clothing/suit/armor/hos
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name = "armored coat"
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@@ -261,7 +261,7 @@
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item_state = "hos"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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armor = list(melee = 80, bullet = 60, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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armor = list(melee = 65, bullet = 30, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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/obj/item/clothing/suit/armor/a_i_a_ptank
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desc = "A wearable bomb with a health analyzer attached"
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@@ -276,7 +276,7 @@
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flags = FPRINT | TABLEPASS | CONDUCT | ONESIZEFITSALL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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canremove = 0
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armor = list(melee = 75, bullet = 50, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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armor = list(melee = 50, bullet = 15, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
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/obj/item/clothing/suit/armor/captain
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name = "Captain's armor"
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@@ -293,7 +293,7 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1.5
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armor = list(melee = 60, bullet = 50, laser = 50, taser = 25, bomb = 50, bio = 20, rad = 20)
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armor = list(melee = 65, bullet = 50, laser = 50, taser = 25, bomb = 50, bio = 20, rad = 20)
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/obj/item/clothing/suit/armor/centcomm
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name = "Cent. Com. armor"
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@@ -204,12 +204,12 @@
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return
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if (istype(l_hand, /obj/item/weapon/shield/riot))
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if (prob(50 + round(P.damage / 3))) // the more damage a projectile does, the more likely to block it
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if (prob(50 - round(P.damage / 3))) // the less damage a projectile does, the more likely to block it //changed from "the more damage" to "the less", because that makes no sense
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show_message("\red Your shield blocks the blow!", 4)
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return
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if (istype(r_hand, /obj/item/weapon/shield/riot))
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if (prob(50 + round(P.damage / 3)))
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if (prob(50 - round(P.damage / 3)))
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show_message("\red Your shield blocks the blow!", 4)
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return
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