Armor/Damage Changes

- Fixes armor RNG killing for thrown items.
- Kidan no longer act like they have a built-in riot shield (50 -
damage/3)% chance to ignore damage, but take 20% less brute
consistently.
- Entirely missing with a projectile or melee attack is impossible, but
you are more likely to hit a part you were not aiming at. (Ports tg
ran_zone proc and axes current get_zone_with_miss_chance proc).
- Removes some snowflake code for lightning projectiles (Power Glove
traitor item uses these).
This commit is contained in:
DZD
2015-01-17 22:33:47 -05:00
parent 0820364e27
commit f1eb7971e1
5 changed files with 25 additions and 107 deletions
@@ -185,9 +185,6 @@ emp_act
buckled.unbuckle()
src.loc = picked
return 1
if(species.flags & HAS_CHITTIN && (prob(50 - round(damage / 3))))
visible_message("\red <B> The [attack_text] bounces off [src]' natural armor!</B>")
return 1
return 0
/mob/living/carbon/human/emp_act(severity)
@@ -206,14 +203,6 @@ emp_act
/mob/living/carbon/human/proc/attacked_by(var/obj/item/I, var/mob/living/user, var/def_zone)
if(!I || !user) return 0
var/target_zone = def_zone? check_zone(def_zone) : get_zone_with_miss_chance(user.zone_sel.selecting, src)
if(user == src) // Attacking yourself can't miss
target_zone = user.zone_sel.selecting
if(!target_zone && !src.stat && !I.discrete)
visible_message("\red <B>[user] misses [src] with \the [I]!")
return 0
if(istype(I, /obj/item/weapon/butch/meatcleaver) && src.stat == DEAD && user.a_intent == "harm")
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new /obj/item/weapon/reagent_containers/food/snacks/meat/human(get_turf(src.loc))
newmeat.name = src.real_name + newmeat.name
@@ -235,7 +224,7 @@ emp_act
del(src)
var/datum/organ/external/affecting = get_organ(target_zone)
var/datum/organ/external/affecting = get_organ(ran_zone(user.zone_sel.selecting))
if (!affecting)
return 0
if(affecting.status & ORGAN_DESTROYED)
@@ -267,7 +256,7 @@ emp_act
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].")
var/weapon_sharp = is_sharp(I)
var/weapon_edge = has_edge(I)
if ((weapon_sharp || weapon_edge) && prob(getarmor(target_zone, "melee")))
if ((weapon_sharp || weapon_edge) && prob(getarmor(user.zone_sel.selecting, "melee")))
weapon_sharp = 0
weapon_edge = 0
@@ -348,25 +337,13 @@ emp_act
/mob/living/carbon/human/hitby(atom/movable/AM as mob|obj,var/speed = 5)
if(istype(AM,/obj/))
var/obj/O = AM
var/zone = ran_zone("chest", 65)
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
var/throw_damage = O.throwforce*(speed/5)
var/zone
if (istype(O.thrower, /mob/living))
var/mob/living/L = O.thrower
zone = check_zone(L.zone_sel.selecting)
else
zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
//check if we hit
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
else
zone = get_zone_with_miss_chance(zone, src, 15)
/*
if(!zone)
visible_message("\blue \The [O] misses [src] narrowly!")
@@ -383,8 +360,8 @@ emp_act
src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
if(armor < 2)
apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
if(ismob(O.thrower))
var/mob/M = O.thrower
+4 -1
View File
@@ -457,7 +457,10 @@
language = "Chittin"
unarmed_type = /datum/unarmed_attack/claws
flags = IS_WHITELISTED | HAS_CHITTIN
brute_mod = 0.8
flags = IS_WHITELISTED
bloodflags = BLOOD_GREEN
bodyflags = FEET_CLAWS
+2 -3
View File
@@ -23,7 +23,6 @@
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)
@@ -132,9 +131,9 @@
return
*/
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(null, "melee")
var/armor = run_armor_check(zone, "melee")
apply_damage(throw_damage, dtype, zone, armor, O, is_sharp(O), has_edge(O))
apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
O.throwing = 0 //it hit, so stop moving
+12 -60
View File
@@ -172,72 +172,24 @@ proc/hasorgans(A)
// If "chest" was passed in as zone, then on a "miss" will return "head", "l_arm", or "r_arm"
// Do not use this if someone is intentionally trying to hit a specific body part.
// Use get_zone_with_miss_chance() for that.
/proc/ran_zone(zone, probability)
zone = check_zone(zone)
if(!probability) probability = 90
if(probability == 100) return zone
/proc/ran_zone(zone, probability = 80)
if(zone == "chest")
if(prob(probability)) return "chest"
var/t = rand(1, 9)
switch(t)
if(1 to 3) return "head"
if(4 to 6) return "l_arm"
if(7 to 9) return "r_arm"
if(prob(probability * 0.75)) return zone
return "chest"
// Emulates targetting a specific body part, and miss chances
// May return null if missed
// miss_chance_mod may be negative.
/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0)
zone = check_zone(zone)
// you can only miss if your target is standing and not restrained
if(!target.buckled && !target.lying)
var/miss_chance = 10
switch(zone)
if("head")
miss_chance = 40
if("l_leg")
miss_chance = 20
if("r_leg")
miss_chance = 20
if("l_arm")
miss_chance = 20
if("r_arm")
miss_chance = 20
if("l_hand")
miss_chance = 50
if("r_hand")
miss_chance = 50
if("l_foot")
miss_chance = 50
if("r_foot")
miss_chance = 50
miss_chance = max(miss_chance + miss_chance_mod, 0)
if(prob(miss_chance))
if(prob(70))
return null
else
var/t = rand(1, 10)
switch(t)
if(1) return "head"
if(2) return "l_arm"
if(3) return "r_arm"
if(4) return "chest"
if(5) return "l_foot"
if(6) return "r_foot"
if(7) return "l_hand"
if(8) return "r_hand"
if(9) return "l_leg"
if(10) return "r_leg"
if(prob(probability))
return zone
var/t = rand(1, 18) // randomly pick a different zone, or maybe the same one
switch(t)
if(1) return "head"
if(2) return "chest"
if(3 to 6) return "l_arm"
if(7 to 10) return "r_arm"
if(11 to 14) return "l_leg"
if(15 to 18) return "r_leg"
return zone
/proc/stars(n, pr)
if (pr == null)
pr = 25
+2 -15
View File
@@ -109,21 +109,8 @@
//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
// close distance, actually RAISE the chance to hit.
var/distance = get_dist(starting,loc)
var/miss_modifier = -30
if (istype(shot_from,/obj/item/weapon/gun)) //If you aim at someone beforehead, it'll hit more often.
var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim
if (daddy.target && original in daddy.target) //As opposed to no-delay pew pew
miss_modifier += -30
if(istype(src, /obj/item/projectile/beam/lightning)) //Lightning is quite accurate
miss_modifier += -200
def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier)
var/turf/simulated/floor/f = get_turf(A.loc)
if(f && istype(f))
f.break_tile()
f.hotspot_expose(1000,CELL_VOLUME)
else
def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier + 8*distance)
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
/*
if(!def_zone)
visible_message("\blue \The [src] misses [M] narrowly!")