diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index d5ce9a990fe..06723250fa2 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -36,6 +36,7 @@
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
+ var/reflect_chance = 0 //This var dictates what % of a time an object will reflect an energy based weapon's shot
var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
@@ -557,6 +558,10 @@
/obj/item/proc/IsShield()
return 0
+/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
+ if(prob(reflect_chance))
+ return 1
+
/obj/item/proc/get_loc_turf()
var/atom/L = loc
while(L && !istype(L, /turf/))
diff --git a/code/game/objects/items/weapons/swords_axes_etc.dm b/code/game/objects/items/weapons/swords_axes_etc.dm
index 9645d74cf90..2a30c76ed4a 100644
--- a/code/game/objects/items/weapons/swords_axes_etc.dm
+++ b/code/game/objects/items/weapons/swords_axes_etc.dm
@@ -299,6 +299,7 @@
active = !active
if (active)
force = 10
+ reflect_chance = 80
icon_state = "eshield[active]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
@@ -307,6 +308,7 @@
force = 3
icon_state = "eshield[active]"
w_class = 1
+ reflect_chance = 0
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "\blue [src] can now be concealed."
if(istype(user,/mob/living/carbon/human))
diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm
index f909c71ef21..36cc29638eb 100644
--- a/code/game/objects/items/weapons/twohanded.dm
+++ b/code/game/objects/items/weapons/twohanded.dm
@@ -219,8 +219,10 @@ obj/item/weapon/twohanded/
/obj/item/weapon/twohanded/dualsaber/update_icon()
if(wielded)
icon_state = "dualsaber[blade_color][wielded]"
+ reflect_chance = 80
else
icon_state = "dualsaber0"
+ reflect_chance = 0
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
..()
diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm
index c2fbc746027..2d58731f4f4 100644
--- a/code/modules/clothing/suits/armor.dm
+++ b/code/modules/clothing/suits/armor.dm
@@ -60,9 +60,17 @@
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
+ reflect_chance = 40
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0
+/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
+ var/hit_reflect_chance = reflect_chance
+ if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
+ hit_reflect_chance = 0
+ if (prob(hit_reflect_chance))
+ return 1
+
/obj/item/clothing/suit/armor/swat
name = "swat suit"
desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 73b840d96c4..616a0d2ba1d 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -12,35 +12,31 @@ emp_act
var/datum/organ/external/organ = get_organ(check_zone(def_zone))
+ if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
+ if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
+ visible_message("The [P.name] gets reflected by [src]!", \
+ "The [P.name] gets reflected by [src]!")
+ // Find a turf near or on the original location to bounce to
+ if(P.starting)
+ var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
+ var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
+ var/turf/curloc = get_turf(src)
+
+ // redirect the projectile
+ P.original = locate(new_x, new_y, P.z)
+ P.starting = curloc
+ P.current = curloc
+ P.firer = src
+ P.yo = new_y - curloc.y
+ P.xo = new_x - curloc.x
+
+ return -1 // complete projectile permutation
+
//Shields
if(check_shields(P.damage, "the [P.name]"))
P.on_hit(src, 2, def_zone)
return 2
- //Laserproof armour
- if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
- if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
- var/reflectchance = 40 - round(P.damage/3)
- if(!(def_zone in list("chest", "groin")))
- reflectchance /= 2
- if(prob(reflectchance))
- visible_message("\red The [P.name] gets reflected by [src]'s [wear_suit.name]!")
-
- // Find a turf near or on the original location to bounce to
- if(P.starting)
- var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
- var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
- var/turf/curloc = get_turf(src)
-
- // redirect the projectile
- P.original = locate(new_x, new_y, P.z)
- P.starting = curloc
- P.current = curloc
- P.firer = src
- P.yo = new_y - curloc.y
- P.xo = new_x - curloc.x
-
- return -1 // complete projectile permutation
//Shrapnel
if (P.damage_type == BRUTE)
@@ -138,6 +134,20 @@ emp_act
return 1
return 0
+/mob/living/carbon/human/proc/check_reflect(var/def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on reflect_chance var of the object
+ if(wear_suit && istype(wear_suit, /obj/item/))
+ var/obj/item/I = wear_suit
+ if(I.IsReflect(def_zone) == 1)
+ return 1
+ if(l_hand && istype(l_hand, /obj/item/))
+ var/obj/item/I = l_hand
+ if(I.IsReflect(def_zone) == 1)
+ return 1
+ if(r_hand && istype(r_hand, /obj/item/))
+ var/obj/item/I = r_hand
+ if(I.IsReflect(def_zone) == 1)
+ return 1
+ return 0
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)