Merge remote-tracking branch 'citadel/master' into combat_rework
This commit is contained in:
@@ -1,14 +1,160 @@
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/obj/item/shield
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name = "shield"
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icon = 'icons/obj/items_and_weapons.dmi'
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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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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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var/transparent = FALSE // makes beam projectiles pass through the shield
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/// Shield flags
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var/shield_flags = SHIELD_FLAGS_DEFAULT
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/// Last shieldbash world.time
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var/last_shieldbash = 0
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/// Shieldbashing cooldown
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var/shieldbash_cooldown = 5 SECONDS
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/// Shieldbashing stamina cost
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var/shieldbash_stamcost = 7.5
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/// Shieldbashing knockback
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var/shieldbash_knockback = 2
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/// Shield bashing brute damage
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var/shieldbash_brutedamage = 5
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/// Shield bashing stamina damage
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var/shieldbash_stamdmg = 15
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/// Shield bashing stagger duration
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var/shieldbash_stagger_duration = 3.5 SECONDS
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/// Shield bashing push distance
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var/shieldbash_push_distance = 1
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/obj/item/shield/examine(mob/user)
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. = ..()
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if(shield_flags & SHIELD_CAN_BASH)
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. += "<span class='notice'>Right click on combat mode attack with [src] to shield bash!</span>"
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if(shield_flags & SHIELD_BASH_GROUND_SLAM)
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. += "<span class='notice'>Directly rightclicking on a downed target with [src] will slam them instead of bashing.</span>"
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/obj/item/shield/proc/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return TRUE
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/obj/item/shield/alt_pre_attack(atom/A, mob/living/user, params)
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user_shieldbash(user, A, user.a_intent == INTENT_HARM)
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return TRUE
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/obj/item/shield/altafterattack(atom/target, mob/user, proximity_flag, click_parameters)
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user_shieldbash(user, target, user.a_intent == INTENT_HARM)
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return TRUE
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/obj/item/shield/proc/do_shieldbash_effect(mob/living/user, dir, harmful)
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var/px = 0
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var/py = 0
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switch(dir)
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if(NORTH)
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py = 12
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if(SOUTH)
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py = -12
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if(EAST)
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px = 12
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if(WEST)
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px = -12
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var/obj/effect/temp_visual/dir_setting/shield_bash/effect = new(user.loc, dir)
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effect.pixel_x = user.pixel_x - 32 //96x96 effect, -32.
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effect.pixel_y = user.pixel_y - 32
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user.visible_message("<span class='warning'>[user] [harmful? "charges forwards with" : "sweeps"] [src]!</span>")
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animate(user, pixel_x = px, pixel_y = py, time = 3, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_PARALLEL | ANIMATION_RELATIVE)
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animate(user, pixel_x = -px, pixel_y = -py, time = 3, flags = ANIMATION_RELATIVE)
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animate(effect, alpha = 0, pixel_x = px * 1.5, pixel_y = py * 1.5, time = 3, flags = ANIMATION_PARALLEL | ANIMATION_RELATIVE)
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/obj/item/shield/proc/bash_target(mob/living/user, mob/living/target, bashdir, harmful)
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if(!(target.status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // should probably add stun absorption check at some point I guess..
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// unified stun absorption system when lol
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target.visible_message("<span class='warning'>[user] slams [target] with [src], but [target] doesn't falter!</span>", "<span class='userdanger'>[user] slams you with [src], but it barely fazes you!</span>")
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return FALSE
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var/target_downed = !CHECK_MOBILITY(target, MOBILITY_STAND)
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var/wallhit = FALSE
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var/turf/target_current_turf = get_turf(target)
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if(harmful)
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target.visible_message("<span class='warning'>[target_downed? "[user] slams [src] into [target]" : "[user] bashes [target] with [src]"]!</span>",
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"<span class='warning'>[target_downed? "[user] slams [src] into you" : "[user] bashes you with [src]"]!</span>")
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else
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target.visible_message("<span class='warning'>[user] shoves [target] with [src]!</span>",
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"<span class='warning'>[user] shoves you with [src]!</span>")
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for(var/i in 1 to harmful? shieldbash_knockback : shieldbash_push_distance)
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var/turf/new_turf = get_step(target, bashdir)
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var/mob/living/carbon/human/H = locate() in (new_turf.contents - target)
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if(H && harmful)
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H.visible_message("<span class='warning'>[target] is sent crashing into [H]!</span>",
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"<span class='userdanger'>[target] is sent crashing into you!</span>")
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H.KnockToFloor()
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wallhit = TRUE
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break
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else
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step(target, bashdir)
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if(get_turf(target) == target_current_turf)
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wallhit = TRUE
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break
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else
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target_current_turf = get_turf(target)
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var/disarming = (target_downed && (shield_flags & SHIELD_BASH_GROUND_SLAM_DISARM)) || (shield_flags & SHIELD_BASH_ALWAYS_DISARM) || (wallhit && (shield_flags & SHIELD_BASH_WALL_DISARM))
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var/knockdown = !target_downed && ((shield_flags & SHIELD_BASH_ALWAYS_KNOCKDOWN) || (wallhit && (shield_flags & SHIELD_BASH_WALL_KNOCKDOWN)))
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if(shieldbash_stagger_duration || knockdown)
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target.visible_message("<span class='warning'>[target] is knocked [knockdown? "to the floor" : "off balanace"]!</span>",
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"<span class='userdanger'>You are knocked [knockdown? "to the floor" : "off balanace"]!</span>")
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if(knockdown)
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target.KnockToFloor(disarming)
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else if(disarming)
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target.drop_all_held_items()
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if(harmful)
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target.apply_damage(shieldbash_stamdmg, STAMINA, BODY_ZONE_CHEST)
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target.apply_damage(shieldbash_brutedamage, BRUTE, BODY_ZONE_CHEST)
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target.Stagger(shieldbash_stagger_duration)
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return TRUE
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/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful)
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //Combat mode has to be enabled for shield bashing
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return FALSE
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if(!(shield_flags & SHIELD_CAN_BASH))
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to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
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return FALSE
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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to_chat(user, "<span class='warning'>You can't bash with [src] while on the ground!</span>")
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return FALSE
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if(world.time < last_shieldbash + shieldbash_cooldown)
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to_chat(user, "<span class='warning'>You can't bash with [src] again so soon!</span>")
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return FALSE
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var/mob/living/livingtarget = target //only access after an isliving check!
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if(isliving(target) && !CHECK_MOBILITY(livingtarget, MOBILITY_STAND)) //GROUND SLAAAM
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if(!(shield_flags & SHIELD_BASH_GROUND_SLAM))
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to_chat(user, "<span class='warning'>You can't ground slam with [src]!</span>")
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return FALSE
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bash_target(user, target, NONE, harmful)
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user.do_attack_animation(target, used_item = src)
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playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
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last_shieldbash = world.time
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user.adjustStaminaLossBuffered(shieldbash_stamcost)
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return TRUE
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// Directional sweep!
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last_shieldbash = world.time
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user.adjustStaminaLossBuffered(shieldbash_stamcost)
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// Since we are in combat mode, we can probably safely use the user's dir instead of getting their mouse pointing cardinal dir.
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var/bashdir = user.dir
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do_shieldbash_effect(user, bashdir, harmful)
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var/list/checking = list(get_step(user, user.dir), get_step(user, turn(user.dir, 45)), get_step(user, turn(user.dir, -45)))
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var/list/victims = list()
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for(var/i in checking)
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var/turf/T = i
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for(var/mob/living/L in T.contents)
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victims += L
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if(length(victims))
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for(var/i in victims)
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bash_target(user, i, bashdir, harmful)
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playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
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else
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playsound(src, 'sound/weapons/punchmiss.ogg', 75, 1)
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return length(victims)
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/obj/effect/temp_visual/dir_setting/shield_bash
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icon = 'icons/effects/96x96_attack_sweep.dmi'
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icon_state = "shield_bash"
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duration = 3
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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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@@ -24,13 +170,15 @@
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custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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transparent = TRUE
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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(ismovableatom(object))
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if(ismovable(object))
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var/atom/movable/AM = object
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if(transparent && (AM.pass_flags & PASSGLASS))
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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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@@ -46,7 +194,7 @@
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user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
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cooldown = world.time
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else if(istype(W, /obj/item/stack/sheet/mineral/titanium))
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else if(istype(W, repair_material))
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='warning'>[src] is already in perfect condition.</span>")
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else
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@@ -73,7 +221,7 @@
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new /obj/item/shard((get_turf(src)))
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/obj/item/shield/riot/on_shield_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(obj_integrity <= damage)
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if(can_shatter && (obj_integrity <= damage))
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var/turf/T = get_turf(owner)
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T.visible_message("<span class='warning'>[attack_text] destroys [src]!</span>")
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shatter(owner)
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@@ -82,6 +230,23 @@
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take_damage(damage)
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return ..()
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/obj/item/shield/riot/laser_proof
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name = "laser resistant shield"
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desc = "A far more frail shield made of dark glass meant to block lasers but suffers from being being weak to ballistic projectiles."
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armor = list("melee" = 30, "bullet" = -10, "laser" = 80, "energy" = 80, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
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icon_state = "riot_laser"
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item_state = "riot_laser"
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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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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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/obj/item/shield/riot/roman
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name = "\improper Roman shield"
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
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@@ -89,7 +254,8 @@
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item_state = "roman_shield"
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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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transparent = FALSE
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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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/obj/item/shield/riot/roman/fake
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@@ -111,14 +277,135 @@
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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custom_materials = null
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resistance_flags = FLAMMABLE
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repair_material = /obj/item/stack/sheet/mineral/wood
|
||||
block_chance = 30
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transparent = FALSE
|
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shield_flags = SHIELD_FLAGS_DEFAULT
|
||||
max_integrity = 55
|
||||
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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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||||
new /obj/item/stack/sheet/mineral/wood(get_turf(src))
|
||||
|
||||
/obj/item/shield/riot/tele
|
||||
name = "telescopic shield"
|
||||
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
|
||||
icon_state = "teleriot0"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
||||
slot_flags = null
|
||||
force = 3
|
||||
throwforce = 3
|
||||
throw_speed = 3
|
||||
throw_range = 4
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
var/active = FALSE
|
||||
|
||||
/obj/item/shield/riot/tele/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(!active)
|
||||
return BLOCK_NONE
|
||||
return ..()
|
||||
|
||||
/obj/item/shield/riot/tele/can_active_block()
|
||||
return ..() && active
|
||||
|
||||
/obj/item/shield/riot/tele/attack_self(mob/living/user)
|
||||
active = !active
|
||||
icon_state = "teleriot[active]"
|
||||
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
|
||||
|
||||
if(active)
|
||||
force = 8
|
||||
throwforce = 5
|
||||
throw_speed = 2
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
to_chat(user, "<span class='notice'>You extend \the [src].</span>")
|
||||
else
|
||||
force = 3
|
||||
throwforce = 3
|
||||
throw_speed = 3
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
slot_flags = null
|
||||
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/shield/makeshift
|
||||
name = "metal shield"
|
||||
desc = "A large shield made of wired and welded sheets of metal. The handle is made of cloth and leather making it unwieldy."
|
||||
armor = list("melee" = 25, "bullet" = 25, "laser" = 5, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 80)
|
||||
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
||||
item_state = "metal"
|
||||
icon_state = "makeshift_shield"
|
||||
custom_materials = list(/datum/material/iron = 18000)
|
||||
slot_flags = null
|
||||
block_chance = 35
|
||||
max_integrity = 100 //Made of metal welded together its strong but not unkillable
|
||||
force = 10
|
||||
throwforce = 7
|
||||
|
||||
/obj/item/shield/riot/tower
|
||||
name = "tower shield"
|
||||
desc = "A massive shield that can block a lot of attacks, can take a lot of abuse before braking."
|
||||
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
|
||||
item_state = "metal"
|
||||
icon_state = "metal"
|
||||
block_chance = 75 //1/4 shots will hit*
|
||||
force = 16
|
||||
slowdown = 2
|
||||
throwforce = 15 //Massive pice of metal
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
item_flags = SLOWS_WHILE_IN_HAND
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT
|
||||
|
||||
/obj/item/shield/riot/tower/swat
|
||||
name = "swat shield"
|
||||
desc = "A massive, heavy shield that can block a lot of attacks, can take a lot of abuse before breaking."
|
||||
max_integrity = 175
|
||||
block_chance = 50
|
||||
|
||||
/obj/item/shield/riot/implant
|
||||
name = "telescoping shield implant"
|
||||
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."
|
||||
item_state = "metal"
|
||||
icon_state = "metal"
|
||||
block_chance = 50
|
||||
slowdown = 1
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT
|
||||
max_integrity = 60
|
||||
obj_integrity = 60
|
||||
can_shatter = FALSE
|
||||
item_flags = SLOWS_WHILE_IN_HAND
|
||||
var/recharge_timerid
|
||||
var/recharge_delay = 15 SECONDS
|
||||
|
||||
/// Entirely overriden take_damage. This shouldn't exist outside of an implant (other than maybe christmas).
|
||||
/obj/item/shield/riot/implant/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, armour_penetration = 0)
|
||||
obj_integrity -= damage_amount
|
||||
if(obj_integrity < 0)
|
||||
obj_integrity = 0
|
||||
if(obj_integrity == 0)
|
||||
if(ismob(loc))
|
||||
var/mob/living/L = loc
|
||||
playsound(src, 'sound/effects/glassbr3.ogg', 100)
|
||||
L.visible_message("<span class='boldwarning'>[src] overloads from the damage sustained!</span>")
|
||||
L.dropItemToGround(src) //implant component catch hook will grab it.
|
||||
|
||||
/obj/item/shield/riot/implant/Moved()
|
||||
. = ..()
|
||||
if(istype(loc, /obj/item/organ/cyberimp/arm/shield))
|
||||
recharge_timerid = addtimer(CALLBACK(src, .proc/recharge), recharge_delay, flags = TIMER_STOPPABLE)
|
||||
else //extending
|
||||
if(recharge_timerid)
|
||||
deltimer(recharge_timerid)
|
||||
recharge_timerid = null
|
||||
|
||||
/obj/item/shield/riot/implant/proc/recharge()
|
||||
if(obj_integrity == max_integrity)
|
||||
return
|
||||
obj_integrity = max_integrity
|
||||
if(ismob(loc.loc)) //cyberimplant.user
|
||||
to_chat(loc, "<span class='notice'>[src] has recharged its reinforcement matrix and is ready for use!</span>")
|
||||
|
||||
/obj/item/shield/energy
|
||||
name = "energy combat shield"
|
||||
@@ -170,92 +457,3 @@
|
||||
playsound(user, 'sound/weapons/saberoff.ogg', 35, TRUE)
|
||||
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/shield/riot/tele
|
||||
name = "telescopic shield"
|
||||
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
|
||||
icon_state = "teleriot0"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
||||
slot_flags = null
|
||||
force = 3
|
||||
throwforce = 3
|
||||
throw_speed = 3
|
||||
throw_range = 4
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
var/active = FALSE
|
||||
|
||||
/obj/item/shield/riot/tele/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(!active)
|
||||
return BLOCK_NONE
|
||||
return ..()
|
||||
|
||||
/obj/item/shield/riot/tele/can_active_block()
|
||||
return ..() && active
|
||||
|
||||
/obj/item/shield/riot/tele/attack_self(mob/living/user)
|
||||
active = !active
|
||||
icon_state = "teleriot[active]"
|
||||
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
|
||||
|
||||
if(active)
|
||||
force = 8
|
||||
throwforce = 5
|
||||
throw_speed = 2
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
to_chat(user, "<span class='notice'>You extend \the [src].</span>")
|
||||
else
|
||||
force = 3
|
||||
throwforce = 3
|
||||
throw_speed = 3
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
slot_flags = null
|
||||
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/shield/makeshift
|
||||
name = "metal shield"
|
||||
desc = "A large shield made of wired and welded sheets of metal. The handle is made of cloth and leather making it unwieldy."
|
||||
armor = list("melee" = 25, "bullet" = 25, "laser" = 5, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 80)
|
||||
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
||||
icon = 'icons/obj/items_and_weapons.dmi'
|
||||
item_state = "metal"
|
||||
icon_state = "makeshift_shield"
|
||||
custom_materials = list(/datum/material/iron = 18000)
|
||||
slot_flags = null
|
||||
block_chance = 35
|
||||
force = 10
|
||||
throwforce = 7
|
||||
|
||||
/obj/item/shield/riot/tower
|
||||
name = "tower shield"
|
||||
desc = "A massive shield that can block a lot of attacks, can take a lot of abuse before braking."
|
||||
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
|
||||
item_state = "metal"
|
||||
icon_state = "metal"
|
||||
icon = 'icons/obj/items_and_weapons.dmi'
|
||||
block_chance = 75 //1/4 shots will hit*
|
||||
force = 16
|
||||
slowdown = 2
|
||||
throwforce = 15 //Massive pice of metal
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
item_flags = SLOWS_WHILE_IN_HAND
|
||||
transparent = FALSE
|
||||
|
||||
/obj/item/shield/riot/implant
|
||||
name = "riot tower shield"
|
||||
desc = "A massive shield that can block a lot of attacks and can take a lot of abuse before breaking." //It cant break unless it is removed from the implant
|
||||
item_state = "metal"
|
||||
icon_state = "metal"
|
||||
icon = 'icons/obj/items_and_weapons.dmi'
|
||||
block_chance = 30 //May be big but hard to move around to block.
|
||||
slowdown = 1
|
||||
transparent = FALSE
|
||||
item_flags = SLOWS_WHILE_IN_HAND
|
||||
|
||||
/obj/item/shield/riot/implant/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(attack_type & ATTACK_TYPE_PROJECTILE)
|
||||
final_block_chance = 60 //Massive shield
|
||||
return ..()
|
||||
|
||||
Reference in New Issue
Block a user