86 lines
2.5 KiB
Plaintext
86 lines
2.5 KiB
Plaintext
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function get_rad_protection()
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local hit_type_rad = HitTypeID["Radiation"]
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local actor = db.actor
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--Calculate new power
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local hit_additional = 0
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local defense = arszi_radiation and arszi_radiation.settings.radiationPenetrationDefense or 1
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-- Outfit protection
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local outfit = actor:item_in_slot(7)
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if outfit then
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local c_obj = outfit:cast_CustomOutfit()
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local prot = c_obj and c_obj:GetDefHitTypeProtection(hit_type_rad) or 0
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hit_additional = hit_additional + prot * defense * 100
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end
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-- Helmet protection
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local helm = actor:item_in_slot(12)
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if helm then
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local c_obj = helm:cast_Helmet()
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local prot = c_obj and c_obj:GetDefHitTypeProtection(hit_type_rad) or 0
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hit_additional = hit_additional + prot * defense * 100
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end
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-- Artefacts protection
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actor:iterate_belt(function(owner, obj)
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local sec = obj:section()
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local cond = obj:condition()
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local immunities_sec = SYS_GetParam(0, sec, "hit_absorbation_sect", sec)
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local prot = SYS_GetParam(2, immunities_sec, "radiation_immunity", 0) * cond
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hit_additional = hit_additional + prot * defense * 100
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end)
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-- Booster protection
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actor:cast_Actor():conditions():BoosterForEach(function(booster_type, booster_time, booster_value)
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-- printf("%s, %s, %s", booster_type, booster_time, booster_value)
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if booster_type == BoosterID["RadiationProtection"] then
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-- printf("booster_value %s", booster_value)
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hit_additional = hit_additional + booster_value * defense * 100
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end
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end)
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-- Final modifier
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local hit_modifier = hit_additional >= 0 and 1 + hit_additional or 1 / (1 - hit_additional)
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return hit_modifier
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end
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function actor_on_before_hit(s_hit)
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-- Check for Arszi Radiation Demonized Edition MCM
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if arszi_radiation and not arszi_radiation.settings.radiationPenetration then
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return
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end
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local hit_type_rad = HitTypeID["Radiation"]
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--Check if damage source is radiation
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local hit_power = s_hit.power * (arszi_radiation and arszi_radiation.settings.radiationPenetrationAmount or 0.15)
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if s_hit.type ~= hit_type_rad or hit_power <= 0 then
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return
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end
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local actor_hit_power = hit_power / get_rad_protection()
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-- printf("rad hit %s", actor_hit_power)
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db.actor:change_radiation(actor_hit_power)
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end
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enabled = true
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if arszi_radiation then
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arszi_before_hit = arszi_radiation.actor_on_before_hit
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arszi_radiation.actor_on_before_hit = function(s_hit)
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arszi_before_hit(s_hit)
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actor_on_before_hit(s_hit)
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end
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enabled = false
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end
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function on_game_start()
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if enabled then
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RegisterScriptCallback("actor_on_before_hit", actor_on_before_hit)
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end
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end
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