Merge pull request #11476 from kevinz000/shield_refactor

Completely overhauls how blocking, shields, reflecting, and anything in between is handled. Has some small gameplay effects.
This commit is contained in:
Lin
2020-04-07 20:47:15 +00:00
committed by GitHub
50 changed files with 542 additions and 389 deletions
+4 -3
View File
@@ -90,9 +90,10 @@
. = ..()
AddComponent(/datum/component/butchering, 15, 125, 0, hitsound)
/obj/item/gun/magic/staff/spellblade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0
/obj/item/gun/magic/staff/spellblade/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
// Do not block projectiles.
if(attack_type & ATTACK_TYPE_PROJECTILE)
return BLOCK_NONE
return ..()
/obj/item/gun/magic/staff/locker