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@@ -75,9 +75,9 @@
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AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
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AddElement(/datum/element/sword_point)
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/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == PROJECTILE_ATTACK)
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final_block_chance = 0 //Don't bring a sword to a gunfight
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/obj/item/melee/sabre/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(attack_type & ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight.
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return BLOCK_NONE
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return ..()
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/obj/item/melee/sabre/on_exit_storage(datum/component/storage/S)
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@@ -182,10 +182,10 @@
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w_class = WEIGHT_CLASS_NORMAL
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var/active = 0
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/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)
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if(active)
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return ..()
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return 0
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/obj/item/shield/riot/tele/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(!active)
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return BLOCK_NONE
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return ..()
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/obj/item/shield/riot/tele/attack_self(mob/living/user)
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active = !active
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@@ -806,7 +806,8 @@
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fitting_swords = list(/obj/item/melee/rapier)
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starting_sword = /obj/item/melee/rapier
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/obj/item/storage/belt/sabre/rapier/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == PROJECTILE_ATTACK)
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final_block_chance = 0 //To thin to block bullets
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/obj/item/storage/belt/sabre/rapier/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(attack_type & PROJECTILE_ATTACK) // No blocking bullets.
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return BLOCK_NONE
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return ..()
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@@ -454,11 +454,8 @@
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total_mass_on = TOTAL_MASS_TOY_SWORD
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sharpness = IS_BLUNT
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/obj/item/twohanded/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return FALSE
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/obj/item/twohanded/dualsaber/toy/IsReflect()//Stops Toy Dualsabers from reflecting energy projectiles
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return FALSE
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/obj/item/twohanded/dualsaber/toy/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return BLOCK_NONE
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/obj/item/twohanded/dualsaber/hypereutactic/toy
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name = "\improper DX Hyper-Euplastic LightSword"
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@@ -474,11 +471,8 @@
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slowdown_wielded = 0
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sharpness = IS_BLUNT
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/obj/item/twohanded/dualsaber/hypereutactic/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return FALSE
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/obj/item/twohanded/dualsaber/hypereutactic/toy/IsReflect()//Stops it from reflecting energy projectiles
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return FALSE
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/obj/item/twohanded/dualsaber/hypereutactic/toy/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return BLOCK_NONE
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/obj/item/twohanded/dualsaber/hypereutactic/toy/rainbow
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name = "\improper Hyper-Euclidean Reciprocating Trigonometric Zweihander"
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@@ -1055,11 +1055,9 @@
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var/mob/living/silicon/robot/R = loc
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. = R.get_cell()
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/obj/item/twohanded/electrostaff/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!on)
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return FALSE
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if((attack_type == PROJECTILE_ATTACK) && !can_block_projectiles)
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return FALSE
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/obj/item/twohanded/electrostaff/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(!on) || (!can_block_projectiles && (attack_type & PROJECTILE_ATTACK)))
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return BLOCK_NONE
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return ..()
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/obj/item/twohanded/electrostaff/proc/min_hitcost()
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