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@@ -1,7 +1,6 @@
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/obj/item/shield
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name = "shield"
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icon = 'icons/obj/shields.dmi'
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block_chance = 50
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item_flags = ITEM_CAN_BLOCK
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block_parry_data = /datum/block_parry_data/shield
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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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@@ -160,6 +159,22 @@
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icon_state = "shield_bash"
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duration = 3
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/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(ismovable(object))
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var/atom/movable/AM = object
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if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
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return BLOCK_NONE
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if(attack_type & ATTACK_TYPE_THROWN)
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final_block_chance += 30
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if(attack_type & ATTACK_TYPE_TACKLE)
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final_block_chance = 100
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. = ..()
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if(. & BLOCK_SUCCESS)
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on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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/obj/item/shield/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
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on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance)
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/obj/item/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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@@ -178,20 +193,7 @@
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var/repair_material = /obj/item/stack/sheet/mineral/titanium
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var/can_shatter = TRUE
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shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
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max_integrity = 75
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/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(ismovable(object))
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var/atom/movable/AM = object
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if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
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return BLOCK_NONE
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if(attack_type & ATTACK_TYPE_THROWN)
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final_block_chance += 30
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if(attack_type & ATTACK_TYPE_TACKLE)
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final_block_chance = 100
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. = ..()
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if(. & BLOCK_SUCCESS)
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on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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max_integrity = 300
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/melee/baton))
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@@ -244,13 +246,13 @@
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 55 //Weak
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max_integrity = 200
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obj/item/shield/riot/bullet_proof
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name = "bullet resistant shield"
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desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
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armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
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max_integrity = 55 //Weaker
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max_integrity = 200
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/obj/item/shield/riot/roman
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name = "\improper Roman shield"
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@@ -261,13 +263,13 @@ obj/item/shield/riot/bullet_proof
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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repair_material = /obj/item/stack/sheet/mineral/wood
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 65
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max_integrity = 250
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/obj/item/shield/riot/roman/fake
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
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block_chance = 0
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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max_integrity = 30
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max_integrity = 40
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/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/grillehit.ogg', 100)
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@@ -285,7 +287,7 @@ obj/item/shield/riot/bullet_proof
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repair_material = /obj/item/stack/sheet/mineral/wood
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block_chance = 30
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 55
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max_integrity = 150
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/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/bang.ogg', 50)
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@@ -344,8 +346,7 @@ obj/item/shield/riot/bullet_proof
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icon_state = "makeshift_shield"
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custom_materials = list(/datum/material/iron = 18000)
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slot_flags = null
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block_chance = 35
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max_integrity = 100 //Made of metal welded together its strong but not unkillable
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max_integrity = 300 //Made of metal welded together its strong but not unkillable
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force = 10
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throwforce = 7
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@@ -355,7 +356,6 @@ obj/item/shield/riot/bullet_proof
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armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
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item_state = "metal"
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icon_state = "metal"
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block_chance = 75 //1/4 shots will hit*
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force = 16
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slowdown = 2
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throwforce = 15 //Massive pice of metal
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@@ -366,19 +366,17 @@ obj/item/shield/riot/bullet_proof
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/obj/item/shield/riot/tower/swat
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name = "swat shield"
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desc = "A massive, heavy shield that can block a lot of attacks, can take a lot of abuse before breaking."
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max_integrity = 175
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block_chance = 50
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max_integrity = 250
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/obj/item/shield/riot/implant
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name = "telescoping shield implant"
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desc = "A compact, arm-mounted telescopic shield. While nigh-indestructible when powered by a host user, it will eventually overload from damage. Recharges while inside its implant."
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item_state = "metal"
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icon_state = "metal"
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block_chance = 50
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slowdown = 1
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 60
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obj_integrity = 60
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max_integrity = 100
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obj_integrity = 100
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can_shatter = FALSE
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item_flags = SLOWS_WHILE_IN_HAND
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var/recharge_timerid
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