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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).
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@@ -109,21 +109,8 @@
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//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
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// close distance, actually RAISE the chance to hit.
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var/distance = get_dist(starting,loc)
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var/miss_modifier = -30
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if (istype(shot_from,/obj/item/weapon/gun)) //If you aim at someone beforehead, it'll hit more often.
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var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim
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if (daddy.target && original in daddy.target) //As opposed to no-delay pew pew
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miss_modifier += -30
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if(istype(src, /obj/item/projectile/beam/lightning)) //Lightning is quite accurate
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miss_modifier += -200
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def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier)
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var/turf/simulated/floor/f = get_turf(A.loc)
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if(f && istype(f))
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f.break_tile()
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f.hotspot_expose(1000,CELL_VOLUME)
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else
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def_zone = get_zone_with_miss_chance(def_zone, M, miss_modifier + 8*distance)
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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.
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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/*
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if(!def_zone)
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visible_message("\blue \The [src] misses [M] narrowly!")
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