k
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@@ -62,6 +62,14 @@
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item_state = "reactiveoff"
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reactivearmor_cooldown = world.time + 200
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/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return BLOCK_NONE
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return block_action(owner, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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/obj/item/clothing/suit/armor/reactive/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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return BLOCK_NONE
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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/obj/item/clothing/suit/armor/reactive/teleport
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name = "reactive teleport armor"
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@@ -71,18 +79,15 @@
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var/rad_amount_before = 120
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reactivearmor_cooldown_duration = 100
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/obj/item/clothing/suit/armor/reactive/teleport/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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. = FALSE
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if(!active)
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return
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/obj/item/clothing/suit/armor/reactive/teleport/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
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return
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owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
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playsound(get_turf(owner),'sound/magic/blink.ogg', 100, 1)
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var/list/turfs = new/list()
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playsound(get_turf(owner), 'sound/magic/blink.ogg', 100, 1)
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var/list/turfs = new
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var/turf/old = get_turf(src)
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for(var/turf/T in orange(tele_range, H))
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if(T.density)
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@@ -101,7 +106,9 @@
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radiation_pulse(old, rad_amount_before)
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radiation_pulse(src, rad_amount)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return TRUE
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_PASSTHROUGH
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return BLOCK_SUCCESS | BLOCK_REDIRECT | BLOCK_SHOULD_REDIRECT | BLOCK_TARGET_DODGED
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return BLOCK_NONE
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//Fire
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@@ -109,9 +116,7 @@
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name = "reactive incendiary armor"
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desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
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/obj/item/clothing/suit/armor/reactive/fire/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 0
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/obj/item/clothing/suit/armor/reactive/fire/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</span>")
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@@ -124,8 +129,8 @@
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C.IgniteMob()
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owner.fire_stacks = -20
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return 0
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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//Stealth
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@@ -134,9 +139,7 @@
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reactivearmor_cooldown_duration = 65
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desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
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/obj/item/clothing/suit/armor/reactive/stealth/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 0
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/obj/item/clothing/suit/armor/reactive/stealth/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
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@@ -150,7 +153,8 @@
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spawn(40)
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owner.alpha = initial(owner.alpha)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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//Tesla
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@@ -175,9 +179,7 @@
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if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
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user.flags_1 |= TESLA_IGNORE_1
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/obj/item/clothing/suit/armor/reactive/tesla/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 FALSE
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/obj/item/clothing/suit/armor/reactive/tesla/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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@@ -196,7 +198,8 @@
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M.adjustFireLoss(legacy_dmg)
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playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return TRUE
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return NONE
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//Repulse
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@@ -205,9 +208,7 @@
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reactivearmor_cooldown_duration = 20
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desc = "An experimental suit of armor that violently throws back attackers."
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/obj/item/clothing/suit/armor/reactive/repulse/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 0
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/obj/item/clothing/suit/armor/reactive/repulse/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
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@@ -234,7 +235,8 @@
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AM.throw_at(throwtarget,10,1)
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safety--
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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/obj/item/clothing/suit/armor/reactive/table
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name = "reactive table armor"
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@@ -242,9 +244,7 @@
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desc = "If you can't beat the memes, embrace them."
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var/tele_range = 10
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/obj/item/clothing/suit/armor/reactive/table/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 0
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/obj/item/clothing/suit/armor/reactive/table/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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@@ -270,8 +270,8 @@
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H.forceMove(picked)
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new /obj/structure/table(get_turf(owner))
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return 0
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return BLOCK_NONE
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/obj/item/clothing/suit/armor/reactive/table/emp_act()
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return
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@@ -79,9 +79,10 @@
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name = "ancient jumpsuit"
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desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
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/obj/item/clothing/under/color/grey/glorf/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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owner.forcesay(GLOB.hit_appends)
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return 0
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(real_attack)
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owner.forcesay(GLOB.hit_appends)
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/obj/item/clothing/under/color/blue
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name = "blue jumpsuit"
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