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@@ -68,7 +68,7 @@
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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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/obj/item/clothing/suit/armor/reactive/proc/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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@@ -1,4 +0,0 @@
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/mob/living/carbon/get_blocking_items()
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. = ..()
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if(wear_suit)
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. += wear_suit
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@@ -1,5 +1,7 @@
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/mob/living/carbon/human/get_blocking_items()
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. = ..()
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if(wear_suit)
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. += wear_suit)
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if(w_uniform)
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. += w_uniform
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if(wear_neck)
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@@ -47,7 +47,7 @@
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/mob/living/proc/do_run_block(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
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// Component signal block runs have highest priority.. for now.
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. = SEND_SIGNAL(src, COMSIG_LIVING_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
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if(. & BLOCK_INTERRUPT_CHAIN)
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if((. & BLOCK_SUCCESS) && !(. & BLOCK_CONTINUE_CHAIN))
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return
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var/list/obj/item/tocheck = get_blocking_items()
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// i don't like this
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@@ -57,7 +57,7 @@
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var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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var/results = I.run_block(src, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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. |= results
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if(results & BLOCK_INTERRUPT_CHAIN)
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if((results & BLOCK_SUCCESS) && !(results & BLOCK_CONTINUE_CHAIN))
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break
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/// Gets an unsortedlist of objects to run block checks on.
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@@ -74,10 +74,8 @@
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var/block_chance = 0
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/obj/item/proc/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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/obj/item/proc/_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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SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
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SEND_SIGNAL(src, COMSIG_ITEM_RUN_BLOCK, args)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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return 0
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
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return BLOCK_NONE
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@@ -12,7 +12,7 @@
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* - Charges at the target after a telegraph, throwing them across the arena should it connect.
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* - Legionnaire's head detaches, attacking as it's own entity. Has abilities of it's own later into the fight. Once dead, regenerates after a brief period. If the skill is used while the head is off, it will be killed.
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* - Leaves a pile of bones at your location. Upon using this skill again, you'll swap locations with the bone pile.
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* - Spews a cloud of smoke from it's maw, wherever said maw is.
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* - Spews a cloud of smoke from it's maw, wherever said maw is.
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* A unique fight incorporating the head mechanic of legion into a whole new beast. Combatants will need to make sure the tag-team of head and body don't lure them into a deadly trap.
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*/
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@@ -44,35 +44,35 @@
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/datum/action/innate/elite_attack/head_detach,
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/datum/action/innate/elite_attack/bonfire_teleport,
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/datum/action/innate/elite_attack/spew_smoke)
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var/mob/living/simple_animal/hostile/asteroid/elite/legionnairehead/myhead = null
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var/obj/structure/legionnaire_bonfire/mypile = null
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var/has_head = TRUE
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/datum/action/innate/elite_attack/legionnaire_charge
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name = "Legionnaire Charge"
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button_icon_state = "legionnaire_charge"
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chosen_message = "<span class='boldwarning'>You will attempt to grab your opponent and throw them.</span>"
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chosen_attack_num = LEGIONNAIRE_CHARGE
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/datum/action/innate/elite_attack/head_detach
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name = "Release Head"
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button_icon_state = "head_detach"
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chosen_message = "<span class='boldwarning'>You will now detach your head or kill it if it is already released.</span>"
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chosen_attack_num = HEAD_DETACH
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/datum/action/innate/elite_attack/bonfire_teleport
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name = "Bonfire Teleport"
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button_icon_state = "bonfire_teleport"
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chosen_message = "<span class='boldwarning'>You will leave a bonfire. Second use will let you swap positions with it indefintiely. Using this move on the same tile as your active bonfire removes it.</span>"
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chosen_attack_num = BONFIRE_TELEPORT
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/datum/action/innate/elite_attack/spew_smoke
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name = "Spew Smoke"
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button_icon_state = "spew_smoke"
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chosen_message = "<span class='boldwarning'>Your head will spew smoke in an area, wherever it may be.</span>"
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chosen_attack_num = SPEW_SMOKE
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/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/OpenFire()
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if(client)
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switch(chosen_attack)
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@@ -95,7 +95,7 @@
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bonfire_teleport()
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if(SPEW_SMOKE)
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spew_smoke()
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/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/proc/legionnaire_charge(target)
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ranged_cooldown = world.time + 50
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var/dir_to_target = get_dir(get_turf(src), get_turf(target))
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@@ -106,7 +106,7 @@
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playsound(src,'sound/magic/demon_attack1.ogg', 200, 1)
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visible_message("<span class='boldwarning'>[src] prepares to charge!</span>")
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addtimer(CALLBACK(src, .proc/legionnaire_charge_2, dir_to_target, 0), 5)
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/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/proc/legionnaire_charge_2(var/move_dir, var/times_ran)
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if(times_ran >= 4)
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return
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@@ -135,7 +135,7 @@
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L.Stun(20) //substituting this for the Paralyze from the line above, because we don't have tg paralysis stuff
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L.adjustBruteLoss(50)
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addtimer(CALLBACK(src, .proc/legionnaire_charge_2, move_dir, (times_ran + 1)), 2)
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/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/proc/head_detach(target)
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ranged_cooldown = world.time + 10
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if(myhead != null)
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@@ -159,11 +159,11 @@
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else if(health < maxHealth * 0.5)
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myhead.melee_damage_lower = 20
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myhead.melee_damage_upper = 20
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/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/proc/onHeadDeath()
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myhead = null
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addtimer(CALLBACK(src, .proc/regain_head), 50)
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/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/proc/regain_head()
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has_head = TRUE
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if(stat == DEAD)
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@@ -195,7 +195,7 @@
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forceMove(pileturf)
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visible_message("<span class='boldwarning'>[src] forms from the bonfire!</span>")
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mypile.forceMove(legionturf)
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/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/proc/spew_smoke()
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ranged_cooldown = world.time + 60
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var/turf/T = null
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@@ -212,7 +212,7 @@
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var/datum/effect_system/smoke_spread/smoke = new
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smoke.set_up(2, T)
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smoke.start()
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//The legionnaire's head. Basically the same as any legion head, but we have to tell our creator when we die so they can generate another head.
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/mob/living/simple_animal/hostile/asteroid/elite/legionnairehead
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name = "legionnaire head"
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@@ -238,12 +238,12 @@
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faction = list()
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ranged = FALSE
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var/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/body = null
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/mob/living/simple_animal/hostile/asteroid/elite/legionnairehead/death()
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. = ..()
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if(body)
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body.onHeadDeath()
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//The legionnaire's bonfire, which can be swapped positions with. Also sets flammable living beings on fire when they walk over it.
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/obj/structure/legionnaire_bonfire
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name = "bone pile"
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@@ -257,20 +257,20 @@
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light_range = 4
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light_color = LIGHT_COLOR_RED
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var/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/myowner = null
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/obj/structure/legionnaire_bonfire/Entered(atom/movable/mover, turf/target)
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if(isliving(mover))
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var/mob/living/L = mover
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L.adjust_fire_stacks(3)
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L.IgniteMob()
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. = ..()
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/obj/structure/legionnaire_bonfire/Destroy()
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if(myowner != null)
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myowner.mypile = null
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. = ..()
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//The visual effect which appears in front of legionnaire when he goes to charge.
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/obj/effect/temp_visual/dragon_swoop/legionnaire
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duration = 10
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@@ -279,7 +279,7 @@
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/obj/effect/temp_visual/dragon_swoop/legionnaire/Initialize()
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. = ..()
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transform *= 0.33
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// Legionnaire's loot: Legionnaire Spine
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/obj/item/crusher_trophy/legionnaire_spine
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Block a user