refactoring this whole thing again
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@@ -725,19 +725,19 @@
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playsound(T, 'sound/effects/glassbr3.ogg', 100)
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qdel(src)
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/obj/item/twohanded/cult_spear/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/cult_spear/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(wielded)
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final_block_chance *= 2
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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_SHOULD_REDIRECT | BLOCK_REDIRECTED | BLOCK_PHYSICAL_EXTERNAL
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else
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playsound(src, 'sound/weapons/parry.ogg', 100, 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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/datum/action/innate/cult/spear
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name = "Bloody Bond"
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@@ -936,10 +936,13 @@
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hitsound = 'sound/weapons/smash.ogg'
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var/illusions = 2
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/obj/item/shield/mirror/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/shield/mirror/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(!real_attack)
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block_return[BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE] = final_block_chance
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return ..()
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if(iscultist(owner))
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if(istype(hitby, /obj/item/projectile))
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var/obj/item/projectile/P = hitby
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if(istype(object, /obj/item/projectile) && (attack_type == ATTACK_TYPE_PROJECTILE))
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var/obj/item/projectile/P = object
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if(P.damage >= 30)
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var/turf/T = get_turf(owner)
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T.visible_message("<span class='warning'>The sheer force from [P] shatters the mirror shield!</span>")
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@@ -947,11 +950,13 @@
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playsound(T, 'sound/effects/glassbr3.ogg', 100)
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owner.DefaultCombatKnockdown(25)
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qdel(src)
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return FALSE
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return BLOCK_NONE
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if(P.is_reflectable)
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return FALSE //To avoid reflection chance double-dipping with block chance
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if(prob(final_block_chance))
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return BLOCK_SUCCESS | BLOCK_SHOULD_REDIRECT | BLOCK_PHYSICAL_EXTERNAL | BLOCK_REDIRECTED
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return BLOCK_NONE //To avoid reflection chance double-dipping with block chance
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. = ..()
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if(.)
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if(. & BLOCK_SUCCESS)
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playsound(src, 'sound/weapons/parry.ogg', 100, 1)
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if(illusions > 0)
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illusions--
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@@ -966,7 +971,7 @@
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E.Copy_Parent(owner, 70, 10)
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E.GiveTarget(owner)
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E.Goto(owner, owner.movement_delay(), E.minimum_distance)
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return TRUE
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return
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else
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if(prob(50))
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var/mob/living/simple_animal/hostile/illusion/H = new(owner.loc)
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@@ -975,7 +980,7 @@
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H.GiveTarget(owner)
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H.move_to_delay = owner.movement_delay()
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to_chat(owner, "<span class='danger'><b>[src] betrays you!</b></span>")
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return FALSE
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return BLOCK_NONE
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/obj/item/shield/mirror/proc/readd()
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illusions++
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