ok
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@@ -317,7 +317,7 @@
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throwforce = 10
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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block_chance = 50
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custom_materials = list(/datum/material/iron = 2000)
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var/break_chance = 5 //Likely hood of smashing the chair.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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@@ -92,10 +92,8 @@
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M.cut_overlays()
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M.regenerate_icons()
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/obj/item/clothing/suit/armor/abductor/vest/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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DeactivateStealth()
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/obj/item/clothing/suit/armor/abductor/vest/IsReflect()
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/obj/item/clothing/suit/armor/abductor/vest/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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DeactivateStealth()
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/obj/item/clothing/suit/armor/abductor/vest/ui_action_click()
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@@ -169,17 +169,17 @@
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else
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..()
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/obj/item/twohanded/required/cult_bastard/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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/obj/item/twohanded/required/cult_bastard/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(prob(final_block_chance))
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if(attack_type == PROJECTILE_ATTACK)
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if(attack_type == ATTACK_TYPE_PROJECTILE)
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owner.visible_message("<span class='danger'>[owner] deflects [attack_text] with [src]!</span>")
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playsound(src, pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg', 'sound/weapons/effects/ric3.ogg', 'sound/weapons/effects/ric4.ogg', 'sound/weapons/effects/ric5.ogg'), 100, 1)
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return TRUE
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL | BLOCK_REDIRECT | BLOCK_SHOULD_REDIRECT
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else
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playsound(src, 'sound/weapons/parry.ogg', 75, 1)
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owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
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return TRUE
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return FALSE
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
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return BLOCK_NONE
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/obj/item/twohanded/required/cult_bastard/afterattack(atom/target, mob/user, proximity, click_parameters)
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. = ..()
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@@ -4,6 +4,7 @@
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icon_state = "reactiveoff"
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icon = 'icons/obj/clothing/suits.dmi'
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w_class = WEIGHT_CLASS_BULKY
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var/hit_reaction_chance = 50
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/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
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..()
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@@ -81,32 +81,3 @@
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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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/obj/item/proc/_IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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return 0
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/mob/living/carbon/human/check_reflect(def_zone)
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if(wear_suit?.IsReflect(def_zone))
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return TRUE
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return ..()
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/mob/living/carbon/human/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
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. = ..()
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if(.)
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return
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var/block_chance_modifier = round(damage / -3)
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if(wear_suit)
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var/final_block_chance = wear_suit.block_chance - (CLAMP((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_suit.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return TRUE
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if(w_uniform)
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var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
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if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return TRUE
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if(wear_neck)
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var/final_block_chance = wear_neck.block_chance - (CLAMP((armour_penetration-wear_neck.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_neck.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return TRUE
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return FALSE
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@@ -251,7 +251,7 @@
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icon = 'icons/obj/lavaland/elite_trophies.dmi'
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icon_state = "herald_cloak"
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body_parts_covered = CHEST|GROIN|ARMS
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hit_reaction_chance = 10
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var/hit_reaction_chance = 10
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/obj/item/clothing/neck/cloak/herald_cloak/proc/reactionshot(mob/living/carbon/owner)
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var/static/list/directional_shot_angles = list(0, 45, 90, 135, 180, 225, 270, 315)
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