Files
Paradise/code/game/objects/items/weapons/shields.dm
kyunkyunkyun 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00

173 lines
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/obj/item/shield
name = "shield"
icon = 'icons/obj/weapons/shield.dmi'
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 80, ACID = 70)
/obj/item/shield/proc/add_parry_component()
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES)
/obj/item/shield/Initialize(mapload)
. = ..()
add_parry_component()
/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == LEAP_ATTACK)
final_block_chance = 100
return ..()
/obj/item/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon_state = "riot"
slot_flags = ITEM_SLOT_BACK
force = 10
throwforce = 5
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
origin_tech = "materials=3;combat=4"
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
var/list/allowed_bashers = list(/obj/item/melee/baton, /obj/item/kitchen/knife/combat)
/obj/item/shield/riot/attackby__legacy__attackchain(obj/item/W, mob/user, params)
if(is_type_in_list(W, allowed_bashers))
if(cooldown < world.time - 2.5 SECONDS)
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
cooldown = world.time
else
..()
/obj/item/shield/riot/roman
name = "roman shield"
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
icon_state = "roman_shield"
materials = list(MAT_METAL=8500)
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
armor = null
/obj/item/shield/riot/roman/fake/add_parry_component()
return
/obj/item/shield/riot/buckler
name = "wooden buckler"
desc = "A medieval wooden buckler."
icon_state = "buckler"
materials = list()
origin_tech = "materials=1;combat=3;biotech=2"
resistance_flags = FLAMMABLE
/obj/item/shield/riot/buckler/add_parry_component()
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (10 / 3) SECONDS) // 2.3333 seconds of cooldown for 30% uptime
/obj/item/shield/energy
name = "energy combat shield"
desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere."
icon_state = "eshield0" // eshield1 for expanded
force = 3
throwforce = 3
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=4;magnets=5;syndicate=6"
attack_verb = list("shoved", "bashed")
var/active = FALSE
/obj/item/shield/energy/add_parry_component()
return
/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(isprojectile(hitby))
var/obj/item/projectile/P = hitby
if(P.shield_buster && active)
toggle(owner, TRUE)
to_chat(owner, "<span class='warning'>[hitby] overloaded your [src]!</span>")
return 0
/obj/item/shield/energy/IsReflect()
return (active)
/obj/item/shield/energy/attack_self__legacy__attackchain(mob/living/carbon/human/user)
toggle(user, FALSE)
/obj/item/shield/energy/proc/toggle(mob/living/carbon/human/user, forced)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50) && !forced)
to_chat(user, "<span class='warning'>You beat yourself in the head with [src].</span>")
user.take_organ_damage(5)
active = !active
icon_state = "eshield[active]"
if(active)
force = 10
throwforce = 8
throw_speed = 2
w_class = WEIGHT_CLASS_BULKY
playsound(user, 'sound/weapons/saberon.ogg', 35, 1)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
else
force = 3
throwforce = 3
throw_speed = 3
w_class = WEIGHT_CLASS_TINY
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1)
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
if(!forced)
add_fingerprint(user)
return
/obj/item/shield/riot/tele
name = "telescopic shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
icon_state = "teleriot0"
origin_tech = "materials=3;combat=4;engineering=4"
slot_flags = null
force = 3
throwforce = 3
throw_speed = 3
throw_range = 4
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_GLASS = 4000, MAT_METAL = 1000)
/obj/item/shield/riot/tele/add_parry_component()
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (5 / 3) SECONDS, _requires_activation = TRUE)
/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
return ..()
return FALSE // by not calling the parent the hit_reaction signal is never sent
/obj/item/shield/riot/tele/attack_self__legacy__attackchain(mob/living/user)
if(HAS_TRAIT(src, TRAIT_ITEM_ACTIVE))
REMOVE_TRAIT(src,TRAIT_ITEM_ACTIVE, TRAIT_GENERIC)
force = 3
throwforce = 3
throw_speed = 3
w_class = WEIGHT_CLASS_NORMAL
slot_flags = null
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
else
ADD_TRAIT(src, TRAIT_ITEM_ACTIVE, TRAIT_GENERIC)
force = 8
throwforce = 5
throw_speed = 2
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You extend \the [src].</span>")
icon_state = "teleriot[HAS_TRAIT(src, TRAIT_ITEM_ACTIVE)]"
playsound(loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return