mirror
Vars | |
ballistic_threshold | Shatter threshold for Ballistic weapons |
---|---|
energy_threshold | Shatter threshold for Energy weapons |
illusions | The number of clone illusions remaining |
reflect_chance | Chance that energy projectiles will be reflected |
Procs | |
hit_reaction | Reflect/Block/Shatter proc. |
Var Details
ballistic_threshold
Shatter threshold for Ballistic weapons
energy_threshold
Shatter threshold for Energy weapons
illusions
The number of clone illusions remaining
reflect_chance
Chance that energy projectiles will be reflected
Proc Details
hit_reaction
Reflect/Block/Shatter proc.
Projectiles: If you have been hit by a projectile, the 'threshold' will be set depending on the damage type. By default, energy weapons have a 70% chance of being reflected, so you're going to want to use ballistics against mirror shields. (Reflection is calculated beforehand in [/mob/living/carbon/human/bullet_act]) For every point of damage above the threshold, the shield will have a 3% chance to shatter. (Up to a maximum of 75%) If a ballistic projectile doesn't shatter the shield, it will move on to the melee section.
Melee and blocked projectiles: Melee attacks and bullets have a 50|50 chance of being blocked by the mirror shield. (Based on the 'block_chance' variable) If they are blocked, and the shield has an illusion charge, an illusion will be spawned at src. The illusion has a 60% chance to be hostile and attack non-cultists, and a 40% chance to just run away from the user.