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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
95 lines
3.8 KiB
Plaintext
95 lines
3.8 KiB
Plaintext
/datum/technomancer/equipment/shield_armor
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name = "Personal Shield Projector"
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desc = "This state-of-the-art technology uses the bleeding edge of energy distribution and field projection \
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to provide a personal shield around you, which can diffuse laser beams and reduce the velocity of bullets and close quarters \
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weapons, reducing their potential for harm severely. All of this comes at a cost of of requiring a large amount of energy, \
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of which your Core can provide. When you are struck by something, the shield will block 75% of the damage, deducting energy \
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proportional to the amount of force that was inflicted. Armor penetration has no effect on the shield's ability to protect \
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you from harm, however the shield will fail if the energy supply cannot meet demand."
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cost = 200
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obj_path = /obj/item/clothing/suit/armor/shield
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/obj/item/clothing/suit/armor/shield
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name = "shield projector"
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desc = "This armor has no inherent ability to absorb shock, as normal armor usually does. Instead, this emits a strong field \
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around the wearer, designed to protect from most forms of harm, from lasers to bullets to close quarters combat. It appears to \
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require a very potent supply of an energy of some kind in order to function."
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icon_state = "reactive"
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blood_overlay_type = "armor"
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slowdown = 0
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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actions_types = list(/datum/action/item_action/toggle_shield_projector)
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var/active = 0
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var/damage_to_energy_multiplier = 50.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 750 energy cost
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var/datum/effect/effect/system/spark_spread/spark_system = null
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var/block_percentage = 75
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/obj/item/clothing/suit/armor/shield/Initialize(mapload)
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. = ..()
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spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src)
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/obj/item/clothing/suit/armor/shield/Destroy()
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qdel(spark_system)
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return ..()
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/obj/item/clothing/suit/armor/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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//Since this is a pierce of armor that is passive, we do not need to check if the user is incapacitated.
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if(!active)
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return 0
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var/modified_block_percentage = block_percentage
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if(issmall(user)) // Smaller shield means better protection.
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modified_block_percentage += 15
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var/damage_blocked = damage * (modified_block_percentage / 100)
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var/damage_to_energy_cost = (damage_to_energy_multiplier * damage_blocked)
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if(!user.technomancer_pay_energy(damage_to_energy_cost))
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to_chat(user, span_danger("Your shield fades due to lack of energy!"))
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active = 0
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update_icon()
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return 0
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damage = damage - damage_blocked
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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P.sharp = FALSE
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P.edge = FALSE
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P.embed_chance = 0
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if(P.agony)
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var/agony_blocked = P.agony * (modified_block_percentage / 100)
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P.agony -= agony_blocked
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P.damage = P.damage - damage_blocked
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user.visible_message(span_danger("\The [user]'s [src] absorbs [attack_text]!"))
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to_chat(user, span_warning("Your shield has absorbed most of \the [damage_source]."))
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spark_system.start()
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playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
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return 0 // This shield does not block all damage, so returning 0 is needed to tell the game to apply the new damage.
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/obj/item/clothing/suit/armor/shield/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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active = !active
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to_chat(user, span_notice("You [active ? "" : "de"]activate \the [src]."))
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update_icon()
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user.update_inv_wear_suit()
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user.update_mob_action_buttons()
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/obj/item/clothing/suit/armor/shield/update_icon()
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icon_state = "shield_armor_[active]"
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item_state = "shield_armor_[active]"
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if(active)
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set_light(2, 1, l_color = "#006AFF")
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else
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set_light(0, 0, l_color = "#000000")
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..()
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return
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