This commit is contained in:
kevinz000
2020-03-16 04:12:54 -07:00
parent 644273beca
commit 857f793600
7 changed files with 12 additions and 40 deletions
@@ -317,7 +317,7 @@
throwforce = 10
throw_range = 3
hitsound = 'sound/items/trayhit1.ogg'
hit_reaction_chance = 50
block_chance = 50
custom_materials = list(/datum/material/iron = 2000)
var/break_chance = 5 //Likely hood of smashing the chair.
var/obj/structure/chair/origin_type = /obj/structure/chair
@@ -92,10 +92,8 @@
M.cut_overlays()
M.regenerate_icons()
/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)
DeactivateStealth()
/obj/item/clothing/suit/armor/abductor/vest/IsReflect()
/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)
. = ..()
DeactivateStealth()
/obj/item/clothing/suit/armor/abductor/vest/ui_action_click()
+5 -5
View File
@@ -169,17 +169,17 @@
else
..()
/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)
/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)
if(prob(final_block_chance))
if(attack_type == PROJECTILE_ATTACK)
if(attack_type == ATTACK_TYPE_PROJECTILE)
owner.visible_message("<span class='danger'>[owner] deflects [attack_text] with [src]!</span>")
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)
return TRUE
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL | BLOCK_REDIRECT | BLOCK_SHOULD_REDIRECT
else
playsound(src, 'sound/weapons/parry.ogg', 75, 1)
owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
return TRUE
return FALSE
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
return BLOCK_NONE
/obj/item/twohanded/required/cult_bastard/afterattack(atom/target, mob/user, proximity, click_parameters)
. = ..()
@@ -4,6 +4,7 @@
icon_state = "reactiveoff"
icon = 'icons/obj/clothing/suits.dmi'
w_class = WEIGHT_CLASS_BULKY
var/hit_reaction_chance = 50
/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
..()
-29
View File
@@ -81,32 +81,3 @@
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
return 1
return 0
/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
return 0
/mob/living/carbon/human/check_reflect(def_zone)
if(wear_suit?.IsReflect(def_zone))
return TRUE
return ..()
/mob/living/carbon/human/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
. = ..()
if(.)
return
var/block_chance_modifier = round(damage / -3)
if(wear_suit)
var/final_block_chance = wear_suit.block_chance - (CLAMP((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
if(wear_suit.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return TRUE
if(w_uniform)
var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return TRUE
if(wear_neck)
var/final_block_chance = wear_neck.block_chance - (CLAMP((armour_penetration-wear_neck.armour_penetration)/2,0,100)) + block_chance_modifier
if(wear_neck.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return TRUE
return FALSE
@@ -251,7 +251,7 @@
icon = 'icons/obj/lavaland/elite_trophies.dmi'
icon_state = "herald_cloak"
body_parts_covered = CHEST|GROIN|ARMS
hit_reaction_chance = 10
var/hit_reaction_chance = 10
/obj/item/clothing/neck/cloak/herald_cloak/proc/reactionshot(mob/living/carbon/owner)
var/static/list/directional_shot_angles = list(0, 45, 90, 135, 180, 225, 270, 315)