/obj/item/shield name = "shield" icon = 'icons/obj/items_and_weapons.dmi' block_chance = 50 armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) var/transparent = FALSE // makes beam projectiles pass through the shield /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) return TRUE /obj/item/shield/riot name = "riot shield" desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder." icon_state = "riot" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' slot_flags = ITEM_SLOT_BACK force = 10 throwforce = 5 throw_speed = 2 throw_range = 3 w_class = WEIGHT_CLASS_BULKY custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000) attack_verb = list("shoved", "bashed") var/cooldown = 0 //shield bash cooldown. based on world.time transparent = TRUE max_integrity = 75 /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) if(ismovableatom(object)) var/atom/movable/AM = object if(transparent && (AM.pass_flags & PASSGLASS)) return BLOCK_NONE if(attack_type & ATTACK_TYPE_THROWN) final_block_chance += 30 if(attack_type & ATTACK_TYPE_TACKLE) final_block_chance = 100 . = ..() if(. & BLOCK_SUCCESS) on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return) /obj/item/shield/riot/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/melee/baton)) if(cooldown < world.time - 25) user.visible_message("[user] bashes [src] with [W]!") playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1) cooldown = world.time else if(istype(W, /obj/item/stack/sheet/mineral/titanium)) if(obj_integrity >= max_integrity) to_chat(user, "[src] is already in perfect condition.") else var/obj/item/stack/sheet/mineral/titanium/T = W T.use(1) obj_integrity = max_integrity to_chat(user, "You repair [src] with [T].") else return ..() /obj/item/shield/riot/examine(mob/user) . = ..() var/healthpercent = round((obj_integrity/max_integrity) * 100, 1) switch(healthpercent) if(50 to 99) . += "It looks slightly damaged." if(25 to 50) . += "It appears heavily damaged." if(0 to 25) . += "It's falling apart!" /obj/item/shield/riot/proc/shatter(mob/living/carbon/human/owner) playsound(owner, 'sound/effects/glassbr3.ogg', 100) new /obj/item/shard((get_turf(src))) /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) if(obj_integrity <= damage) var/turf/T = get_turf(owner) T.visible_message("[attack_text] destroys [src]!") shatter(owner) qdel(src) return FALSE take_damage(damage) return ..() /obj/item/shield/riot/roman name = "\improper Roman shield" desc = "Bears an inscription on the inside: \"Romanes venio domus\"." icon_state = "roman_shield" item_state = "roman_shield" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' transparent = FALSE max_integrity = 65 /obj/item/shield/riot/roman/fake desc = "Bears an inscription on the inside: \"Romanes venio domus\". It appears to be a bit flimsy." block_chance = 0 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) max_integrity = 30 /obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner) playsound(owner, 'sound/effects/grillehit.ogg', 100) new /obj/item/stack/sheet/metal(get_turf(src)) /obj/item/shield/riot/buckler name = "wooden buckler" desc = "A medieval wooden buckler." icon_state = "buckler" item_state = "buckler" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' custom_materials = null resistance_flags = FLAMMABLE block_chance = 30 transparent = FALSE max_integrity = 55 /obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner) playsound(owner, 'sound/effects/bang.ogg', 50) new /obj/item/stack/sheet/mineral/wood(get_turf(src)) /obj/item/shield/energy name = "energy combat shield" desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere." lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' w_class = WEIGHT_CLASS_TINY attack_verb = list("shoved", "bashed") throw_range = 5 force = 3 throwforce = 3 throw_speed = 3 var/base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted var/on_force = 10 var/on_throwforce = 8 var/on_throw_speed = 2 var/active = 0 var/clumsy_check = TRUE /obj/item/shield/energy/Initialize() . = ..() icon_state = "[base_icon_state]0" /obj/item/shield/energy/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) && is_energy_reflectable_projectile(object)) block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT return ..() /obj/item/shield/energy/attack_self(mob/living/carbon/human/user) if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) to_chat(user, "You beat yourself in the head with [src]!") user.take_bodypart_damage(5) active = !active icon_state = "[base_icon_state][active]" if(active) force = on_force throwforce = on_throwforce throw_speed = on_throw_speed w_class = WEIGHT_CLASS_BULKY playsound(user, 'sound/weapons/saberon.ogg', 35, TRUE) to_chat(user, "[src] is now active.") else force = initial(force) throwforce = initial(throwforce) throw_speed = initial(throw_speed) w_class = WEIGHT_CLASS_TINY playsound(user, 'sound/weapons/saberoff.ogg', 35, TRUE) to_chat(user, "[src] can now be concealed.") 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 = 0 /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/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, "You extend \the [src].") else force = 3 throwforce = 3 throw_speed = 3 w_class = WEIGHT_CLASS_NORMAL slot_flags = null to_chat(user, "[src] can now be concealed.") 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 ..()