diff --git a/code/game/objects/items/weapons/melee/energy.dm b/code/game/objects/items/weapons/melee/energy.dm index 90e296f881a..43acc06908e 100644 --- a/code/game/objects/items/weapons/melee/energy.dm +++ b/code/game/objects/items/weapons/melee/energy.dm @@ -5,6 +5,7 @@ var/active_w_class sharp = 0 edge = 0 + armor_penetration = 50 flags = NOBLOODY /obj/item/weapon/melee/energy/proc/activate(mob/living/user) @@ -173,7 +174,8 @@ name = "energy blade" desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal." icon_state = "blade" - force = 70.0//Normal attacks deal very high damage. + force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe + armor_penetration = 100 sharp = 1 edge = 1 anchored = 1 // Never spawned outside of inventory, should be fine. diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index 786a1987708..d856be051c6 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -13,6 +13,7 @@ var/damtype = "brute" var/force = 0 + var/armor_penetration = 0 /obj/Destroy() processing_objects -= src diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 2a67aae0456..5ecfa1807c8 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -227,7 +227,7 @@ emp_act else visible_message("\red [src] has been attacked in the [hit_area] with [I.name] by [user]!") - var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") + var/armor = run_armor_check(affecting, "melee", I.armor_penetration, "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"))) @@ -342,7 +342,7 @@ emp_act var/hit_area = affecting.name 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 + var/armor = run_armor_check(affecting, "melee", O.armor_penetration, "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) diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index fd6d71150a1..871e95c8b40 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -10,24 +10,36 @@ 1 - halfblock 2 - fullblock */ -/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/absorb_text = null, var/soften_text = null) +/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/armour_pen = 0, var/absorb_text = null, var/soften_text = null) + if(armour_pen >= 100) + return 0 //might as well just skip the processing + var/armor = getarmor(def_zone, attack_flag) var/absorb = 0 + + //Roll armour if(prob(armor)) absorb += 1 if(prob(armor)) absorb += 1 + + //Roll penetration + if(prob(armour_pen)) + absorb -= 1 + if(prob(armour_pen)) + absorb -= 1 + if(absorb >= 2) if(absorb_text) show_message("[absorb_text]") else - show_message("\red Your armor absorbs the blow!") + show_message("Your armor absorbs the blow!") return 2 if(absorb == 1) if(absorb_text) show_message("[soften_text]",4) else - show_message("\red Your armor softens the blow!") + show_message("Your armor softens the blow!") return 1 return 0 @@ -64,7 +76,7 @@ return //Armor - var/absorb = run_armor_check(def_zone, P.check_armour) + var/absorb = run_armor_check(def_zone, P.check_armour, P.armor_penetration) var/proj_sharp = is_sharp(P) var/proj_edge = has_edge(P) if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.check_armour))) diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index b1c47fd6052..3b53c8b5f49 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -7,10 +7,9 @@ slot_flags = SLOT_BELT|SLOT_BACK w_class = 3 force = 10 - origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) - projectile_type = /obj/item/projectile/beam - fire_delay = 1 //rapid fire + origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) + matter = list(DEFAULT_WALL_MATERIAL = 2000) + projectile_type = /obj/item/projectile/beam/midlaser /obj/item/weapon/gun/energy/laser/mounted self_recharge = 1 diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index 8aa493404ae..af93e5cefd4 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -23,10 +23,15 @@ check_armour = "laser" eyeblur = 2 +/obj/item/projectile/beam/midlaser + damage = 40 + armor_penetration = 10 + /obj/item/projectile/beam/heavylaser name = "heavy laser" icon_state = "heavylaser" damage = 60 + armor_penetration = 30 muzzle_type = /obj/effect/projectile/laser_heavy/muzzle tracer_type = /obj/effect/projectile/laser_heavy/tracer @@ -35,7 +40,8 @@ /obj/item/projectile/beam/xray name = "xray beam" icon_state = "xray" - damage = 30 + damage = 25 + armor_penetration = 50 muzzle_type = /obj/effect/projectile/xray/muzzle tracer_type = /obj/effect/projectile/xray/tracer @@ -45,6 +51,7 @@ name = "pulse" icon_state = "u_laser" damage = 50 + armor_penetration = 30 muzzle_type = /obj/effect/projectile/laser_pulse/muzzle tracer_type = /obj/effect/projectile/laser_pulse/tracer @@ -122,7 +129,8 @@ /obj/item/projectile/beam/sniper name = "sniper beam" icon_state = "xray" - damage = 60 + damage = 50 + armor_penetration = 10 stun = 3 weaken = 3 stutter = 3 diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 2038d718e0d..cc18d93d870 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -119,7 +119,8 @@ /obj/item/projectile/bullet/shotgun name = "slug" - damage = 60 + damage = 50 + armor_penetration = 15 /obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets name = "beanbag" @@ -139,21 +140,24 @@ /* "Rifle" rounds */ -/obj/item/projectile/bullet/rifle/a762 - damage = 30 +/obj/item/projectile/bullet/rifle + armor_penetration = 20 penetrating = 1 +/obj/item/projectile/bullet/rifle/a762 + damage = 25 + +/obj/item/projectile/bullet/rifle/a556 + damage = 35 + /obj/item/projectile/bullet/rifle/a145 damage = 80 stun = 3 weaken = 3 penetrating = 5 + armor_penetration = 80 hitscan = 1 //so the PTR isn't useless as a sniper weapon -/obj/item/projectile/bullet/rifle/a556 - damage = 40 - penetrating = 1 - /* Miscellaneous */ /obj/item/projectile/bullet/suffocationbullet//How does this even work? diff --git a/html/changelogs/HarpyEagle-armourpen.yml b/html/changelogs/HarpyEagle-armourpen.yml new file mode 100644 index 00000000000..28599d484f5 --- /dev/null +++ b/html/changelogs/HarpyEagle-armourpen.yml @@ -0,0 +1,34 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +################################# + +# Your name. +author: HarpyEagle + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +changes: + - rscadd: "Adds armour penetration mechanic for projectiles and melee weapons." + - rscadd: "Laser carbines, LWAP, and shotgun now have a small amount of armour penetration, ballistic rifles (not SMGs) have moderate amounts, laser cannon has high armour penetration, and the PTR mostly ignores body armour." + - tweak: "Shotgun slugs and Z8/STS damage has been lowered slightly to accomodate for their higher penetration. In general ballistics deal less damage but have higher penetration than comparable laser weapons. Notable exception: X-Ray lasers have had their damage lowered slightly but gain very high armour penetration." + - rscadd: "Energy swords now have very high armour penetration. Ninja blades do less damage but ignore armour completely."