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