* Revert "Weapon Reflection Movement Mechanic (#27219)"
This reverts commit b90373356e.
# Conflicts:
# Content.Shared/Alert/AlertType.cs
# Content.Shared/Weapons/Reflect/ReflectSystem.cs
* Add myself to codeowners
* Add myself to codeowners
* Also the alerts
This commit is contained in:
7
.github/CODEOWNERS
vendored
7
.github/CODEOWNERS
vendored
@@ -55,3 +55,10 @@
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#Jezi
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/Content.*/Medical @Jezithyr
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/Content.*/Body @Jezithyr
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# Sloth
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/Content.*/Audio @metalgearsloth
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/Content.*/Movement @metalgearsloth
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/Content.*/NPC @metalgearsloth
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/Content.*/Shuttles @metalgearsloth
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/Content.*/Weapons @metalgearsloth
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@@ -21,42 +21,17 @@ public sealed partial class ReflectComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
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public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
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/// <summary>
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/// Probability for a projectile to be reflected.
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/// </summary>
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float ReflectProb = 0.25f;
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[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public Angle Spread = Angle.FromDegrees(45);
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[DataField("soundOnReflect")]
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public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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/// <summary>
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/// Is the deflection an innate power or something actively maintained? If true, this component grants a flat
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/// deflection chance rather than a chance that degrades when moving/weightless/stunned/etc.
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/// </summary>
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[DataField]
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public bool Innate = false;
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/// <summary>
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/// Maximum probability for a projectile to be reflected.
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/// </summary>
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float ReflectProb = 0.25f;
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/// <summary>
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/// The maximum velocity a wielder can move at before losing effectiveness.
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/// </summary>
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[DataField]
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public float VelocityBeforeNotMaxProb = 2.5f; // Walking speed for a human. Suitable for a weightless deflector like an e-sword.
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/// <summary>
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/// The velocity a wielder has to be moving at to use the minimum effectiveness value.
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/// </summary>
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[DataField]
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public float VelocityBeforeMinProb = 4.5f; // Sprinting speed for a human. Suitable for a weightless deflector like an e-sword.
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/// <summary>
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/// Minimum probability for a projectile to be reflected.
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/// </summary>
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[DataField]
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public float MinReflectProb = 0.1f;
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}
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[Flags]
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@@ -3,18 +3,16 @@ using System.Numerics;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Audio;
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using Content.Shared.Damage.Components;
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using Content.Shared.Database;
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using Content.Shared.Gravity;
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using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Standing;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Components;
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@@ -38,134 +36,73 @@ public sealed class ReflectSystem : EntitySystem
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[ValidatePrototypeId<AlertPrototype>]
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private const string DeflectingAlert = "Deflecting";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnObjectReflectProjectileAttempt);
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SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnObjectReflectHitscanAttempt);
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SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
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SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, GotEquippedEvent>(OnReflectEquipped);
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SubscribeLocalEvent<ReflectComponent, GotUnequippedEvent>(OnReflectUnequipped);
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SubscribeLocalEvent<ReflectComponent, GotEquippedHandEvent>(OnReflectHandEquipped);
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SubscribeLocalEvent<ReflectComponent, GotUnequippedHandEvent>(OnReflectHandUnequipped);
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SubscribeLocalEvent<ReflectComponent, ItemToggledEvent>(OnToggleReflect);
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SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnUserProjectileReflectAttempt);
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SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnUserHitscanReflectAttempt);
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SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide);
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SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan);
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}
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private void OnUserHitscanReflectAttempt(Entity<ReflectUserComponent> user, ref HitScanReflectAttemptEvent args)
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private void OnReflectUserHitscan(EntityUid uid, ReflectUserComponent component, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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return;
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if (!UserCanReflect(user, out var bestReflectorUid))
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return;
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if (!TryReflectHitscan(user.Owner, bestReflectorUid.Value, args.Shooter, args.SourceItem, args.Direction, out var dir))
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return;
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
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{
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if (!TryReflectHitscan(uid, ent, args.Shooter, args.SourceItem, args.Direction, out var dir))
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continue;
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args.Direction = dir.Value;
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args.Reflected = true;
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break;
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}
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}
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private void OnUserProjectileReflectAttempt(Entity<ReflectUserComponent> user, ref ProjectileReflectAttemptEvent args)
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private void OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
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{
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
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{
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if (!TryReflectProjectile(uid, ent, args.ProjUid))
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continue;
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args.Cancelled = true;
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break;
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}
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}
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private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp<ReflectiveComponent>(args.ProjUid, out var reflectiveComponent))
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return;
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if (!UserCanReflect(user, out var bestReflectorUid, (args.ProjUid, reflectiveComponent)))
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return;
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if (!TryReflectProjectile(user, bestReflectorUid.Value, (args.ProjUid, args.Component)))
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return;
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if (TryReflectProjectile(uid, uid, args.ProjUid, reflect: component))
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args.Cancelled = true;
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}
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private void OnObjectReflectHitscanAttempt(Entity<ReflectComponent> obj, ref HitScanReflectAttemptEvent args)
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private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
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{
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if (args.Reflected || (obj.Comp.Reflects & args.Reflective) == 0x0)
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return;
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if (!TryReflectHitscan(obj, obj, args.Shooter, args.SourceItem, args.Direction, out var dir))
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return;
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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private void OnObjectReflectProjectileAttempt(Entity<ReflectComponent> obj, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryReflectProjectile(obj, obj, (args.ProjUid, args.Component)))
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return;
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args.Cancelled = true;
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}
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/// <summary>
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/// Can a user reflect something that's hit them? Returns true if so, and the best reflector available in the user's equipment.
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/// </summary>
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private bool UserCanReflect(Entity<ReflectUserComponent> user, [NotNullWhen(true)] out Entity<ReflectComponent>? bestReflector, Entity<ReflectiveComponent>? projectile = null)
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{
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bestReflector = null;
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foreach (var entityUid in _inventorySystem.GetHandOrInventoryEntities(user.Owner, SlotFlags.WITHOUT_POCKET))
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{
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if (!TryComp<ReflectComponent>(entityUid, out var comp))
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continue;
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if (!comp.Enabled)
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continue;
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if (bestReflector != null && bestReflector.Value.Comp.ReflectProb >= comp.ReflectProb)
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continue;
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if (projectile != null && (comp.Reflects & projectile.Value.Comp.Reflective) == 0x0)
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continue;
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bestReflector = (entityUid, comp);
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}
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return bestReflector != null;
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}
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private bool TryReflectProjectile(EntityUid user, Entity<ReflectComponent> reflector, Entity<ProjectileComponent> projectile)
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{
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if (
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// Is it on?
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!reflector.Comp.Enabled ||
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// Is the projectile deflectable?
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if (!Resolve(reflector, ref reflect, false) ||
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!reflect.Enabled ||
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!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
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// Does the deflector deflect the type of projecitle?
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(reflector.Comp.Reflects & reflective.Reflective) == 0x0 ||
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// Is the projectile correctly set up with physics?
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!TryComp<PhysicsComponent>(projectile, out var physics) ||
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// If the user of the reflector is a mob with stamina, is it capable of deflecting?
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TryComp<StaminaComponent>(user, out var staminaComponent) && staminaComponent.Critical ||
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_standing.IsDown(reflector)
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)
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(reflect.Reflects & reflective.Reflective) == 0x0 ||
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!_random.Prob(reflect.ReflectProb) ||
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!TryComp<PhysicsComponent>(projectile, out var physics))
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{
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return false;
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}
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// If this dice roll fails, the shot isn't deflected
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if (!_random.Prob(GetReflectChance(reflector)))
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return false;
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// Below handles what happens after being deflected.
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var rotation = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2).Opposite();
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var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
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var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
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var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
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var newVelocity = rotation.RotateVec(relativeVelocity);
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@@ -182,52 +119,63 @@ public sealed class ReflectSystem : EntitySystem
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if (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
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_audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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}
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
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if (Resolve(projectile, ref projectileComp, false))
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{
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectileComp.Weapon)} shot by {projectileComp.Shooter}");
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projectile.Comp.Shooter = user;
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projectile.Comp.Weapon = user;
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Dirty(projectile);
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projectileComp.Shooter = user;
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projectileComp.Weapon = user;
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Dirty(projectile, projectileComp);
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}
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else
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{
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
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}
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return true;
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}
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private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected ||
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(component.Reflects & args.Reflective) == 0x0)
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{
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return;
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}
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if (TryReflectHitscan(uid, uid, args.Shooter, args.SourceItem, args.Direction, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private bool TryReflectHitscan(
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EntityUid user,
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Entity<ReflectComponent> reflector,
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EntityUid reflector,
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EntityUid? shooter,
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EntityUid shotSource,
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Vector2 direction,
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[NotNullWhen(true)] out Vector2? newDirection)
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{
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if (
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// Is the reflector enabled?
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!reflector.Comp.Enabled ||
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// If the user is a mob with stamina, is it capable of deflecting?
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TryComp<StaminaComponent>(user, out var staminaComponent) && staminaComponent.Critical ||
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_standing.IsDown(user))
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if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
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!reflect.Enabled ||
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!_random.Prob(reflect.ReflectProb))
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{
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newDirection = null;
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return false;
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}
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// If this dice roll fails, the shot is not deflected.
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if (!_random.Prob(GetReflectChance(reflector)))
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{
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newDirection = null;
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return false;
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}
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// Below handles what happens after being deflected.
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if (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
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_audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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}
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var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2);
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var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
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newDirection = -spread.RotateVec(direction);
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if (shooter != null)
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@@ -238,106 +186,52 @@ public sealed class ReflectSystem : EntitySystem
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return true;
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}
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private float GetReflectChance(Entity<ReflectComponent> reflector)
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{
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/*
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* The rules of deflection are as follows:
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* If you innately reflect things via magic, biology etc., you always have a full chance.
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* If you are standing up and standing still, you're prepared to deflect and have full chance.
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* If you have velocity, your deflection chance depends on your velocity, clamped.
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* If you are floating, your chance is the minimum value possible.
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*/
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if (reflector.Comp.Innate)
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return reflector.Comp.ReflectProb;
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if (_gravity.IsWeightless(reflector))
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return reflector.Comp.MinReflectProb;
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if (!TryComp<PhysicsComponent>(reflector, out var reflectorPhysics))
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return reflector.Comp.ReflectProb;
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return MathHelper.Lerp(
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reflector.Comp.MinReflectProb,
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reflector.Comp.ReflectProb,
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// Inverse progression between velocities fed in as progression between probabilities. We go high -> low so the output here needs to be _inverted_.
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1 - Math.Clamp((reflectorPhysics.LinearVelocity.Length() - reflector.Comp.VelocityBeforeNotMaxProb) / (reflector.Comp.VelocityBeforeMinProb - reflector.Comp.VelocityBeforeNotMaxProb), 0, 1)
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);
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}
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private void OnReflectEquipped(Entity<ReflectComponent> reflector, ref GotEquippedEvent args)
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private void OnReflectEquipped(EntityUid uid, ReflectComponent component, GotEquippedEvent args)
|
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{
|
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if (_gameTiming.ApplyingState)
|
||||
return;
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|
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EnsureComp<ReflectUserComponent>(args.Equipee);
|
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|
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if (reflector.Comp.Enabled)
|
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EnableAlert(args.Equipee);
|
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}
|
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|
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private void OnReflectUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedEvent args)
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private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
|
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{
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RefreshReflectUser(args.Equipee);
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}
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|
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private void OnReflectHandEquipped(Entity<ReflectComponent> reflector, ref GotEquippedHandEvent args)
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private void OnReflectHandEquipped(EntityUid uid, ReflectComponent component, GotEquippedHandEvent args)
|
||||
{
|
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if (_gameTiming.ApplyingState)
|
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return;
|
||||
|
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EnsureComp<ReflectUserComponent>(args.User);
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||||
|
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if (reflector.Comp.Enabled)
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EnableAlert(args.User);
|
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}
|
||||
|
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private void OnReflectHandUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedHandEvent args)
|
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private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
|
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{
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RefreshReflectUser(args.User);
|
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}
|
||||
|
||||
private void OnToggleReflect(Entity<ReflectComponent> reflector, ref ItemToggledEvent args)
|
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private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
|
||||
{
|
||||
reflector.Comp.Enabled = args.Activated;
|
||||
Dirty(reflector);
|
||||
|
||||
if (args.User == null)
|
||||
return;
|
||||
|
||||
if (reflector.Comp.Enabled)
|
||||
EnableAlert(args.User.Value);
|
||||
else
|
||||
DisableAlert(args.User.Value);
|
||||
comp.Enabled = args.Activated;
|
||||
Dirty(uid, comp);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes whether someone has reflection potential, so we can raise directed events on them.
|
||||
/// Refreshes whether someone has reflection potential so we can raise directed events on them.
|
||||
/// </summary>
|
||||
private void RefreshReflectUser(EntityUid user)
|
||||
{
|
||||
foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.WITHOUT_POCKET))
|
||||
foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.All & ~SlotFlags.POCKET))
|
||||
{
|
||||
if (!HasComp<ReflectComponent>(ent))
|
||||
continue;
|
||||
|
||||
EnsureComp<ReflectUserComponent>(user);
|
||||
EnableAlert(user);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
RemCompDeferred<ReflectUserComponent>(user);
|
||||
DisableAlert(user);
|
||||
}
|
||||
|
||||
private void EnableAlert(EntityUid alertee)
|
||||
{
|
||||
_alerts.ShowAlert(alertee, DeflectingAlert);
|
||||
}
|
||||
|
||||
private void DisableAlert(EntityUid alertee)
|
||||
{
|
||||
_alerts.ClearAlert(alertee, DeflectingAlert);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -107,6 +107,3 @@ alerts-revenant-essence-desc = The power of souls. It sustains you and is used f
|
||||
|
||||
alerts-revenant-corporeal-name = Corporeal
|
||||
alerts-revenant-corporeal-desc = You have manifested physically. People around you can see and hurt you.
|
||||
|
||||
alerts-deflecting-name = Deflecting
|
||||
alerts-deflecting-desc = You have a chance to deflect incoming projectiles. Standing still or moving slowly will increase this chance.
|
||||
|
||||
@@ -24,7 +24,6 @@
|
||||
- category: Thirst
|
||||
- alertType: Magboots
|
||||
- alertType: Pacified
|
||||
- alertType: Deflecting
|
||||
|
||||
- type: entity
|
||||
id: AlertSpriteView
|
||||
@@ -475,11 +474,3 @@
|
||||
state: critical
|
||||
name: Debug6
|
||||
description: Debug
|
||||
|
||||
- type: alert
|
||||
id: Deflecting
|
||||
icons:
|
||||
- sprite: /Textures/Interface/Alerts/deflecting.rsi
|
||||
state: deflecting0
|
||||
name: alerts-deflecting-name
|
||||
description: alerts-deflecting-desc
|
||||
|
||||
@@ -84,7 +84,6 @@
|
||||
description: anomaly-behavior-reflect
|
||||
components:
|
||||
- type: Reflect
|
||||
innate: true
|
||||
reflectProb: 0.5
|
||||
reflects:
|
||||
- Energy
|
||||
|
||||
@@ -96,7 +96,6 @@
|
||||
Heat: 0.4 # this technically means it protects against fires pretty well? -heat is just for lasers and stuff, not atmos temperature
|
||||
- type: Reflect
|
||||
reflectProb: 1
|
||||
innate: true # armor grants a passive shield that does not require concentration to maintain
|
||||
reflects:
|
||||
- Energy
|
||||
|
||||
|
||||
@@ -56,7 +56,6 @@
|
||||
- type: Perishable
|
||||
- type: Reflect
|
||||
reflectProb: 0.7
|
||||
innate: true
|
||||
reflects:
|
||||
- Energy
|
||||
- type: Fixtures
|
||||
|
||||
@@ -313,7 +313,7 @@
|
||||
name: mirror shield
|
||||
parent: BaseShield
|
||||
id: MirrorShield
|
||||
description: Glows an eerie red. You hear the Geometer whispering...
|
||||
description: Eerily glows red... you hear the geometer whispering
|
||||
components:
|
||||
- type: Sprite
|
||||
state: mirror-icon
|
||||
@@ -321,7 +321,6 @@
|
||||
heldPrefix: mirror
|
||||
- type: Reflect
|
||||
reflectProb: 0.95
|
||||
innate: true
|
||||
reflects:
|
||||
- Energy
|
||||
- type: Blocking #Mirror shield reflects heat/laser, but is relatively weak to everything else.
|
||||
@@ -409,7 +408,6 @@
|
||||
- type: Reflect
|
||||
enabled: false
|
||||
reflectProb: 0.95
|
||||
innate: true
|
||||
reflects:
|
||||
- Energy
|
||||
- type: Blocking
|
||||
|
||||
@@ -78,8 +78,6 @@
|
||||
malus: 0
|
||||
- type: Reflect
|
||||
enabled: false
|
||||
reflectProb: 0.5
|
||||
minReflectProb: 0.25
|
||||
- type: IgnitionSource
|
||||
temperature: 700
|
||||
|
||||
@@ -220,7 +218,7 @@
|
||||
name: double-bladed energy sword
|
||||
parent: EnergySword
|
||||
id: EnergySwordDouble
|
||||
description: Syndicate Command's intern thought that having only one blade on energy swords was not cool enough. This can be stored in pockets.
|
||||
description: Syndicate Command Interns thought that having one blade on the energy sword was not enough. This can be stored in pockets.
|
||||
components:
|
||||
- type: EnergySword
|
||||
- type: ItemToggle
|
||||
@@ -271,8 +269,7 @@
|
||||
size: Small
|
||||
sprite: Objects/Weapons/Melee/e_sword_double-inhands.rsi
|
||||
- type: Reflect
|
||||
reflectProb: .80
|
||||
minReflectProb: .65
|
||||
reflectProb: .75
|
||||
spread: 75
|
||||
- type: UseDelay
|
||||
delay: 1
|
||||
|
||||
@@ -13,17 +13,12 @@
|
||||
attackRate: 1.5
|
||||
damage:
|
||||
types:
|
||||
Slash: 15
|
||||
Slash: 17 #cmon, it has to be at least BETTER than the rest.
|
||||
soundHit:
|
||||
path: /Audio/Weapons/bladeslice.ogg
|
||||
- type: Reflect
|
||||
enabled: true
|
||||
# Design intent: a robust captain or tot can sacrifice movement to make the most of this weapon, but they have to
|
||||
# really restrict themselves to walking speed or less.
|
||||
reflectProb: 0.5
|
||||
velocityBeforeNotMaxProb: 1.0
|
||||
velocityBeforeMinProb: 3.0
|
||||
minReflectProb: 0.1
|
||||
reflectProb: .1
|
||||
spread: 90
|
||||
- type: Item
|
||||
size: Normal
|
||||
@@ -88,9 +83,6 @@
|
||||
- Back
|
||||
- Belt
|
||||
- type: Reflect
|
||||
reflectProb: 0.3
|
||||
velocityBeforeNotMaxProb: 6.0 # don't punish ninjas for being ninjas
|
||||
velocityBeforeMinProb: 10.0
|
||||
|
||||
- type: entity
|
||||
name: machete
|
||||
@@ -160,7 +152,7 @@
|
||||
wideAnimationRotation: -135
|
||||
damage:
|
||||
types:
|
||||
Slash: 15
|
||||
Slash: 16
|
||||
soundHit:
|
||||
path: /Audio/Weapons/bladeslice.ogg
|
||||
- type: Item
|
||||
@@ -172,7 +164,7 @@
|
||||
name: The Throngler
|
||||
parent: BaseItem
|
||||
id: Throngler
|
||||
description: Why would someone make this?
|
||||
description: Why would you make this?
|
||||
components:
|
||||
- type: Sharp
|
||||
- type: Sprite
|
||||
@@ -193,10 +185,7 @@
|
||||
path: /Audio/Effects/explosion_small1.ogg
|
||||
- type: Reflect
|
||||
enabled: true
|
||||
reflectProb: 0.5 # In robust hands, deflects as well as an e-sword
|
||||
velocityBeforeNotMaxProb: 1.0
|
||||
velocityBeforeMinProb: 3.0
|
||||
minReflectProb: 0.1
|
||||
reflectProb: .25
|
||||
spread: 90
|
||||
- type: Item
|
||||
size: Ginormous
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 1.7 KiB |
@@ -1,14 +0,0 @@
|
||||
{
|
||||
"version": 1,
|
||||
"license": "CC-BY-SA-3.0",
|
||||
"copyright": "Deflecting icon by Ubaser",
|
||||
"size": {
|
||||
"x": 32,
|
||||
"y": 32
|
||||
},
|
||||
"states": [
|
||||
{
|
||||
"name": "deflecting0"
|
||||
}
|
||||
]
|
||||
}
|
||||
Reference in New Issue
Block a user