mirror of
https://github.com/VOREStation/VOREStation.git
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Massive changes.
- Changes how it mitigates damage. - It now only affects external attacks (punches, mobs, items, guns, etc.) - Now is PRE armor mitigation! https://i.imgur.com/CXx82J5.png - Adds variants. Allows mobs to use the new variants, but not the pack itself. - Adds an extended description and fluff text. - Adds ability to have both min&max for each variable. I still need to make them have specialized recharging batteries (especially for the belt unit), but currently the normal recharging batteries are fine.
This commit is contained in:
@@ -16,9 +16,9 @@
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var/obj/item/weapon/gun/energy/gun/generator/active_weapon
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var/obj/item/weapon/cell/device/bcell = null
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var/generator_hit_cost = 100 // Power used when a special effect (such as a bullet being blocked) is performed!
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var/generator_hit_cost = 100 // Power used when a special effect (such as a bullet being blocked) is performed! Could also be expanded to other things.
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var/generator_active_cost = 10 // Power used when turned on.
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var/has_weapon = 1
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var/has_weapon = 1 // Backpack units generally have weapons.
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var/shield_active = 0 // If the shield gen is active.
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var/energy_modifier = 25 // 40 damage absorbed per 1000 charge. If the charge used is > the cell's remaining charge, the excess is dealt to the user!
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var/modifier_type = /datum/modifier/shield_projection //What type of modifier will it add? Used for variant modifiers!
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@@ -107,7 +107,7 @@
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M.put_in_any_hand_if_possible(src)
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/obj/item/device/personal_shield_generator/attackby(obj/item/weapon/W, mob/user, params) //This should never happen unless admin spawns in an empty one.
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/obj/item/device/personal_shield_generator/attackby(obj/item/weapon/W, mob/user, params)
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if(W == active_weapon)
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reattach_gun(user)
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else if(istype(W, /obj/item/weapon/cell))
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@@ -260,38 +260,11 @@
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update_icon()
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/*
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Base Unit Subtypes
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*/
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/obj/item/device/personal_shield_generator/belt
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name = "personal shield generator"
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desc = "A personal shield generator."
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icon_state = "shield_back_active"
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item_state = "shield_pack"
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w_class = ITEMSIZE_LARGE //No putting these in backpacks!
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slot_flags = SLOT_BELT
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origin_tech = list(TECH_BIO = 5, TECH_POWER = 3)
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has_weapon = 0 //No gun with the belt!
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/obj/item/device/personal_shield_generator/belt/loaded
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bcell = /obj/item/weapon/cell/device/weapon/recharge
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/obj/item/device/personal_shield_generator/belt/update_icon()
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if(shield_active)
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icon_state = "shield_back_active"
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else
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icon_state = "shield_pack"
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//The gun
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/obj/item/weapon/gun/energy/gun/generator //The gun attached to the personal shield generator.
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name = "energy gun"
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desc = "Another bestseller of Lawson Arms, the LAEP80 Thor is a versatile energy based pistol, capable of switching between low and high \
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capacity projectile settings. In other words: Stun or Kill."
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description_fluff = "Lawson Arms is Hephaestus Industries’ main personal-energy-weapon branding, often sold alongside MarsTech projectile \
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weapons to security and law enforcement agencies."
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name = "generator gun"
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desc = "A gun that is attached to the battery of the personal shield generator."
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icon_state = "egunstun"
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item_state = null //so the human update icon uses the icon_state instead.
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fire_delay = 8
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@@ -304,7 +277,7 @@
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="egunstun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="egunkill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
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) //Zero charge_cost since it's handled per shot.
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)
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var/obj/item/device/personal_shield_generator/shield_generator //The generator we are linked to!
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var/wielded = 0
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@@ -344,17 +317,7 @@
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return 1
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/* //TODO: Emp act.
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/obj/item/weapon/shockpaddles/emp_act(severity)
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var/new_safety = rand(0, 1)
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if(safety != new_safety)
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safety = new_safety
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if(safety)
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make_announcement("beeps, \"Safety protocols enabled!\"", "notice")
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playsound(src, 'sound/machines/defib_safetyon.ogg', 50, 0)
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else
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make_announcement("beeps, \"Safety protocols disabled!\"", "warning")
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playsound(src, 'sound/machines/defib_safetyoff.ogg', 50, 0)
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update_icon()
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/obj/item/weapon/gun/energy/gun/generator/emp_act(severity)
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..()
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*/
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@@ -373,4 +336,70 @@
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return (shield_generator.bcell && shield_generator.bcell.check_charge(charge_amt))
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/obj/item/weapon/gun/energy/gun/generator/checked_use(var/charge_amt)
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return (shield_generator.bcell && shield_generator.bcell.checked_use(charge_amt))
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return (shield_generator.bcell && shield_generator.bcell.checked_use(charge_amt))
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//VARIANTS.
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/obj/item/device/personal_shield_generator/belt
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name = "personal shield generator"
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desc = "A personal shield generator."
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icon_state = "shield_back_active"
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item_state = "shield_pack"
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w_class = ITEMSIZE_LARGE //No putting these in backpacks!
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slot_flags = SLOT_BELT
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origin_tech = list(TECH_BIO = 5, TECH_POWER = 3)
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has_weapon = 0 //No gun with the belt!
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/obj/item/device/personal_shield_generator/belt/loaded
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bcell = /obj/item/weapon/cell/device/weapon/recharge
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/obj/item/device/personal_shield_generator/belt/update_icon()
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if(shield_active)
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icon_state = "shield_back_active"
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else
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icon_state = "shield_pack"
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/obj/item/device/personal_shield_generator/belt/bruteburn //Example of a modified generator.
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modifier_type = /datum/modifier/shield_projection/bruteburn
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/obj/item/device/personal_shield_generator/belt/bruteburn/loaded //If mapped in, ONLY put loaded ones down.
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bcell = /obj/item/weapon/cell/device/weapon/recharge
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/obj/item/device/personal_shield_generator/belt/mining
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name = "mining personal shield generator"
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desc = "A personal shield generator designed for mining. It has a warning on the back: 'Do NOT expose the shield to stun-based weaponry.'"
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modifier_type = /datum/modifier/shield_projection/mining
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/obj/item/device/personal_shield_generator/belt/mining/loaded
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bcell = /obj/item/weapon/cell/device/weapon/recharge
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/obj/item/device/personal_shield_generator/belt/security
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name = "security personal shield generator"
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desc = "A personal shield generator designed for security."
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modifier_type = /datum/modifier/shield_projection/security/weak
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/obj/item/device/personal_shield_generator/belt/security/loaded
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bcell = /obj/item/weapon/cell/device/weapon/recharge
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/*
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/obj/item/device/personal_shield_generator/belt/mining/attackby(obj/item/weapon/W, mob/user, params)
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if(modifier_type == /datum/modifier/shield_projection/mining/strong))
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to_chat(user, "<span class='warning'>This shield generator is already upgraded!</span>")
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return
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if(istype(W, /obj/item/borg/upgrade/modkit/shield_upgrade))
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modifier_type = /datum/modifier/shield_projection/mining/strong
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drop_from_inventory(W)
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qdel(W)
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else
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..()
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*/
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/obj/item/device/personal_shield_generator/belt/adminbus
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desc = "You should not see this. You REALLY should not see this. If you do, you have either been blessed or are about to be the target of some sick prank."
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modifier_type = /datum/modifier/shield_projection/admin
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generator_hit_cost = 0
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generator_active_cost = 0
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shield_active = 0
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energy_modifier = 0
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bcell = /obj/item/weapon/cell/device/weapon/recharge
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@@ -29,4 +29,18 @@
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/obj/item/device/assembly/electronic_assembly
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description_info = "This is the casing for the 'device' type of electronic assembly. It behaves like any other 'assembly' type device such as an igniter or signaler \
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and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished."
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and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished."
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/obj/item/device/personal_shield_generator
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description_info = "This is a personal shield generator. Depending on the type, it can either be worn on your backpack slot, your belt slot, or in a rigsuit \
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storage slot. It runs on an internal battery, which is usually self-charging. Some versions come with a gun. To active the shield, click the button in the upper \
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right of the screen, use the 'Toggle Shield' command under your objects tab, or click the device itself while it is on you. Some units come with an active weapon \
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which can be taken out at any time by Alt-clicking the device. If the device requires a cell, a screwdriver can be used. The shield slowly drains charge while \
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active and becomes weaker with each individual strike taken."
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description_fluff = "A relatively new invention, made in a collaboration between Hephaestus Industries and a startup known as Kuznetsova Enterprise in the year \
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2322. Numerous variants of the device have been made for specific tasks, ranging from riot control, mining, biohazard containment, and search and rescue, among \
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others. Most of the devices share the flaw that electrical attacks can easily overload the device and cause a shield failure, encouraging combatants to swap to \
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the use of stun-based electric weaponry when shield generators are in use. Most shield devices are self-charging, running off a micro-nuclear reactor built into \
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the chassis itself, although some variants exist without this capability and can have normal cells inserted into them. Larger units boast the capability of \
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storing a weapon, although without upgraded batteries the usage of said weapon is ill-advised."
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@@ -64,11 +64,50 @@
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var/siemens_coefficient = null // Similar to above two vars but 0 = full protection, to be consistant with siemens numbers everywhere else.
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var/vision_flags // Vision flags to add to the mob. SEE_MOB, SEE_OBJ, etc.
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// ENERGY CODE. Variables to allow for energy based modifiers.
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var/energy_based // Sees if the modifier is based on something electronic based.
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var/energy_cost // How much the modifier uses per action/special effect blocked. For base values.
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var/energy_modifier // How much energy is used when numbers are involed. For values, such as taking damage. Ex: (Damage*energy_modifier)
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var/obj/item/weapon/cell/energy_source = null // The source of the above.
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// RESISTANCES CODE. Variable to enable external damage resistance modifiers. This is not unlike armor.
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// 0 = immune || < 0 = heals || 1 = full damage || >1 = increased damage.
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// It should never be below zero as it is not intended to do such, but you are free to experiment!
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// Ex: Max_brute_resistance = 0. Min_brute resistance = 1. When started, provides 100% resistance to brute. When cell is dying, goes down to 0% resistance.
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// Max is the MAXIMUM % multiplier that will be taken at a low charge. Min is the MINIMUM % multiplier that will be taken at a full charge.
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// Think of it like this: Minimum = what happens at minimum charge. Max = what happens at maximum charge.
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// Why do I mention this so much? Because even /I/ got confused, and I wrote this thing!
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var/min_damage_resistance
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var/max_damage_resistance
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var/effective_damage_resistance
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var/min_brute_resistance
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var/max_brute_resistance
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var/effective_brute_resistance
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var/min_fire_resistance
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var/max_fire_resistance
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var/effective_fire_resistance
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var/min_tox_resistance
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var/max_tox_resistance
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var/effective_tox_resistance
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var/min_oxy_resistance
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var/max_oxy_resistance
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var/effective_oxy_resistance
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var/min_clone_resistance
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var/max_clone_resistance
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var/effective_clone_resistance
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var/min_hal_resistance
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var/max_hal_resistance
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var/effective_hal_resistance
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// Resistances end
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/datum/modifier/New(var/new_holder, var/new_origin)
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holder = new_holder
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if(new_origin)
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@@ -46,27 +46,51 @@
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on_created_text = "<span class='notice'>Your shield generator buzzes on.</span>"
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on_expired_text = "<span class='warning'>Your shield generator buzzes off.</span>"
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mob_overlay_state = "repel_missiles" //Looks alright, I guess. Placeholder.
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mob_overlay_state = "repel_missiles" //Looks actually pretty good. Could use a better sprite, but that'll work!
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stacks = MODIFIER_STACK_FORBID //No stacking shields. If you put one one your belt and backpack it won't work.
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siemens_coefficient = 2 //Stun weapons drain 100% charge per damage. They're good at blocking lasers and bullets but not good at blocking stun beams!
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incoming_brute_damage_percent = 0
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incoming_fire_damage_percent = 0
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incoming_hal_damage_percent = 0
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siemens_coefficient = 2 //Stun weapons drain 100% charge per point of damage. They're good at blocking lasers and bullets but not good at blocking stun beams!
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energy_based = 1
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energy_cost = 99999 //This is changed to the shield_genertor's energy_cost.
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energy_cost = 99999 //This is changed to the shield_generator's energy_cost.
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energy_modifier = 50 //This is how much battery is used per damage unit absorbed. Higher damage means higher charge use per damage absorbed. Changed below!
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//Not actually in use until effective resistances are set. Just here so it doesn't have to be placed down for all the variants. Less lines.
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max_damage_resistance = 1
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max_brute_resistance = 1
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max_fire_resistance = 1
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max_tox_resistance = 1
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max_oxy_resistance = 1
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max_clone_resistance = 1
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max_hal_resistance = 1
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min_damage_resistance = 1
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min_brute_resistance = 1
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min_fire_resistance = 1
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min_tox_resistance = 1
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min_oxy_resistance = 1
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min_clone_resistance = 1
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min_hal_resistance = 1
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/* // These are not set, but left here as an example. All three (min,max,effective) must be set or BAD THINGS will happen.
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min_brute_resistance = 1 // Min = WHAT HAPPENS AT MINIMUM CHARGE
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max_brute_resistance = 0 // MAX = WHAT HAPPENS AT MAXIMUM CHARGE
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effective_brute_resistance = 1 //Just tells the game that it has vars. Done to use less checks.
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min_fire_resistance = 1
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max_fire_resistance = 0
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effective_fire_resistance = 1
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disable_duration_percent = 1 //THIS CAN ALSO BE USED! Don't be too afraid to use this one, but use it sparingly!
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*/
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var/obj/item/device/personal_shield_generator/shield_generator //This is the shield generator you're wearing!
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/datum/modifier/shield_projection/on_applied()
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/datum/modifier/shield_projection/on_applied() //Don't need to modify this!
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return
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/datum/modifier/shield_projection/on_expire()
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/datum/modifier/shield_projection/on_expire() //Don't need to modify this!
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return
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/datum/modifier/shield_projection/check_if_valid() //Let's check to make sure you got the stuff and set the vars.
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if(ishuman(holder)) //Only humans can use this!
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/datum/modifier/shield_projection/check_if_valid() //Let's check to make sure you got the stuff and set the vars. Don't need to modify this for any subtypes!
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if(ishuman(holder)) //Only humans can use this! Other things later down the line might use the same stuff this does, but the shield generator is human only!
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var/mob/living/carbon/human/H = holder
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if(istype(H.get_equipped_item(slot_back), /obj/item/device/personal_shield_generator))
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shield_generator = H.get_equipped_item(slot_back) //Sets the var on the modifier that the shield gen is their back shield gen.
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@@ -93,7 +117,117 @@
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expire(silent = TRUE) //If you're dead the generator stops protecting you but keeps running.
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if(!shield_generator || !shield_generator.slot_check()) //No shield to begin with/shield is not on them any longer.
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expire(silent = FALSE)
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var/shield_efficiency = 1-(energy_source.charge/energy_source.maxcharge) //0 = complete resistance. 1 = no resistance.
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incoming_brute_damage_percent = shield_efficiency //Less charge means less resistance!
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incoming_fire_damage_percent = shield_efficiency
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incoming_hal_damage_percent = shield_efficiency
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var/shield_efficiency = (energy_source.charge/energy_source.maxcharge) //1 = complete resistance. 0 = no resistance. Must be adjusted for subtypes!
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if(!isnull(effective_damage_resistance))
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effective_damage_resistance = min_damage_resistance + (max_damage_resistance - min_damage_resistance) * shield_efficiency
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if(!isnull(effective_brute_resistance))
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effective_brute_resistance = min_brute_resistance + (max_brute_resistance - min_brute_resistance) * shield_efficiency
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if(!isnull(effective_fire_resistance))
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effective_fire_resistance = min_fire_resistance + (max_fire_resistance - min_fire_resistance) * shield_efficiency
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if(!isnull(effective_tox_resistance))
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effective_tox_resistance = min_tox_resistance + (max_tox_resistance - min_tox_resistance) * shield_efficiency
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if(!isnull(effective_oxy_resistance))
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effective_oxy_resistance = min_oxy_resistance + (max_oxy_resistance - min_oxy_resistance) * shield_efficiency
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if(!isnull(effective_clone_resistance))
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effective_clone_resistance = min_clone_resistance + (max_clone_resistance - min_clone_resistance) * shield_efficiency
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if(!isnull(effective_hal_resistance))
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effective_hal_resistance = min_hal_resistance + (max_hal_resistance - min_hal_resistance) * shield_efficiency
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//Shield variants.
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//Simple. Goes from 100% resistance to 0% resistance depending on charge.
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/datum/modifier/shield_projection/bruteburn
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max_brute_resistance = 0
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effective_brute_resistance = 1
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max_fire_resistance = 0
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effective_fire_resistance = 1
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/datum/modifier/shield_projection/bruteburn/weak
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max_brute_resistance = 0.5
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max_fire_resistance = 0.5
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/datum/modifier/shield_projection/security // Security backpack.
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max_brute_resistance = 0.5
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effective_brute_resistance = 1
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max_fire_resistance = 0.5
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effective_fire_resistance = 1
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max_hal_resistance = 0.5
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effective_hal_resistance = 1
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/datum/modifier/shield_projection/security/weak // Security belt.
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max_brute_resistance = 0.75
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max_fire_resistance = 0.75
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max_hal_resistance = 0.75
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/datum/modifier/shield_projection/security/strong // Dunno. Upgraded variant of security backpack?
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max_brute_resistance = 0.25
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max_fire_resistance = 0.25
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max_hal_resistance = 0.25
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siemens_coefficient = 1.5 //Not as weak as normal, but still weak.
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/datum/modifier/shield_projection/mining //Base mining belt. 25% resistance.
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max_brute_resistance = 0.75
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effective_brute_resistance = 1
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max_fire_resistance = 0.75
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effective_fire_resistance = 1
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|
||||
max_hal_resistance = 1.5 // No mobs should be shooting you with halloss. If this happens, it means you're using it wrong!!!
|
||||
min_hal_resistance = 1.5
|
||||
effective_hal_resistance = 1
|
||||
|
||||
disable_duration_percent = 0.75 //Miners often come into contact with things that can stun them.
|
||||
|
||||
/datum/modifier/shield_projection/mining/strong // Mining belt, but upgraded. Even weaker to halloss! Tasers WILL destroy you. Don't try to be superman.
|
||||
max_brute_resistance = 0.5
|
||||
max_fire_resistance = 0.5
|
||||
disable_duration_percent = 0.5
|
||||
|
||||
max_hal_resistance = 2
|
||||
min_hal_resistance = 2
|
||||
|
||||
/datum/modifier/shield_projection/admin // Adminbus.
|
||||
on_created_text = "<span class='notice'>Your shield generator activates and you feel the power of the tesla buzzing around you.</span>"
|
||||
on_expired_text = "<span class='warning'>Your shield generator deactivates, leaving you feeling weak and vulnerable.</span>"
|
||||
siemens_coefficient = 0
|
||||
disable_duration_percent = 0
|
||||
min_damage_resistance = 0
|
||||
max_damage_resistance = 0
|
||||
effective_damage_resistance = 0
|
||||
min_brute_resistance = 0
|
||||
max_brute_resistance = 0
|
||||
effective_brute_resistance = 0
|
||||
min_fire_resistance = 0
|
||||
max_fire_resistance = 0
|
||||
effective_fire_resistance = 0
|
||||
min_tox_resistance = 0
|
||||
max_tox_resistance = 0
|
||||
effective_tox_resistance = 0
|
||||
min_oxy_resistance = 0
|
||||
max_oxy_resistance = 0
|
||||
effective_oxy_resistance = 0
|
||||
min_clone_resistance = 0
|
||||
max_clone_resistance = 0
|
||||
effective_clone_resistance = 0
|
||||
min_hal_resistance = 0
|
||||
max_hal_resistance = 0
|
||||
effective_hal_resistance = 0
|
||||
|
||||
/datum/modifier/shield_projection/broken //For broken variants. Good if possible randomization is included for packs spawned on PoIs.
|
||||
max_brute_resistance = 2
|
||||
min_brute_resistance = 2
|
||||
effective_brute_resistance = 1
|
||||
|
||||
max_fire_resistance = 2
|
||||
min_fire_resistance = 2
|
||||
effective_fire_resistance = 1
|
||||
@@ -475,6 +475,53 @@ This function restores all organs.
|
||||
if(!def_zone) def_zone = ran_zone(def_zone)
|
||||
organ = get_organ(check_zone(def_zone))
|
||||
|
||||
for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence.
|
||||
if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_brute_resistance
|
||||
continue
|
||||
if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_fire_resistance
|
||||
continue
|
||||
if(damagetype == TOX && (!isnull(M.effective_tox_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
if(damagetype == OXY && (!isnull(M.effective_oxy_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_oxy_resistance
|
||||
continue
|
||||
if(damagetype == CLONE && (!isnull(M.effective_clone_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_clone_resistance
|
||||
continue
|
||||
if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_hal_resistance
|
||||
continue
|
||||
if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
var/damage_mitigation = 0//Used for dual calculations.
|
||||
if(!isnull(M.effective_fire_resistance))
|
||||
damage_mitigation += round((1/3)*damage * M.effective_fire_resistance)
|
||||
if(!isnull(M.effective_brute_resistance))
|
||||
damage_mitigation += round((2/3)*damage * M.effective_brute_resistance)
|
||||
damage -= damage_mitigation
|
||||
continue
|
||||
if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance))
|
||||
if(isSynthetic())
|
||||
damage = damage * M.effective_fire_resistance
|
||||
else
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
//Handle other types of damage
|
||||
if((damagetype != BRUTE) && (damagetype != BURN))
|
||||
if(damagetype == HALLOSS)
|
||||
@@ -504,7 +551,6 @@ This function restores all organs.
|
||||
|
||||
if(Debug2)
|
||||
to_world_log("## DEBUG: [src] was hit for [damage].")
|
||||
|
||||
switch(damagetype)
|
||||
if(BRUTE)
|
||||
damageoverlaytemp = 20
|
||||
|
||||
@@ -38,7 +38,7 @@ emp_act
|
||||
if(!prob(armor/2)) //Even if the armor doesn't stop the bullet from hurting you, it might stop it from embedding.
|
||||
var/hit_embed_chance = P.embed_chance + (P.damage - armor) //More damage equals more chance to embed
|
||||
|
||||
//Modifiers can make bullets less likely to embed!
|
||||
//Modifiers can make bullets less likely to embed! These are the normal modifiers and shouldn't be related to energy stuff, but they can be anyways!
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
if(M.energy_based)
|
||||
|
||||
@@ -13,6 +13,53 @@
|
||||
to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].")
|
||||
if(!damage || (blocked >= 100))
|
||||
return 0
|
||||
for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence.
|
||||
if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_brute_resistance
|
||||
continue
|
||||
if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_fire_resistance
|
||||
continue
|
||||
if(damagetype == TOX && (!isnull(M.effective_tox_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
if(damagetype == OXY && (!isnull(M.effective_oxy_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_oxy_resistance
|
||||
continue
|
||||
if(damagetype == CLONE && (!isnull(M.effective_clone_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_clone_resistance
|
||||
continue
|
||||
if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
damage = damage * M.effective_hal_resistance
|
||||
continue
|
||||
if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance)))
|
||||
if(M.energy_based)
|
||||
M.energy_source.use(M.energy_modifier * damage)
|
||||
var/damage_mitigation = 0//Used for dual calculations.
|
||||
if(!isnull(M.effective_fire_resistance))
|
||||
damage_mitigation += round((1/3)*damage * M.effective_fire_resistance)
|
||||
if(!isnull(M.effective_brute_resistance))
|
||||
damage_mitigation += round((2/3)*damage * M.effective_brute_resistance)
|
||||
damage -= damage_mitigation
|
||||
continue
|
||||
if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance))
|
||||
if(isSynthetic())
|
||||
damage = damage * M.effective_fire_resistance
|
||||
else
|
||||
damage = damage * M.effective_tox_resistance
|
||||
continue
|
||||
if(soaked)
|
||||
if(soaked >= round(damage*0.8))
|
||||
damage -= round(damage*0.8)
|
||||
@@ -55,6 +102,7 @@
|
||||
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0)
|
||||
if(blocked >= 100)
|
||||
return 0
|
||||
// INSERT MODIFIER CODE HERE... But no, really, only two things in the game use it, quad and viruses. The former is admin-only and the latter wouldn't be affected logically, but would if shield code was inerted here. If you really want, you can copy&paste the above and modify it to adjust brute/burn/etc. I do not advise this however.
|
||||
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
|
||||
if(burn) apply_damage(burn, BURN, def_zone, blocked)
|
||||
if(tox) apply_damage(tox, TOX, def_zone, blocked)
|
||||
|
||||
Reference in New Issue
Block a user