mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 16:38:22 +01:00
Addresses limb meta with a few balance changes. (#12348)
This commit is contained in:
@@ -8,9 +8,9 @@
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)
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item_flags = THICKMATERIAL
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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melee = ARMOR_MELEE_KEVLAR,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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laser = ARMOR_LASER_KEVLAR,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -87,9 +87,9 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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w_class = ITEMSIZE_NORMAL
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armor = list(
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melee = ARMOR_MELEE_KNIVES,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_SMALL,
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melee = ARMOR_MELEE_KEVLAR,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_KEVLAR,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -10,9 +10,9 @@
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slot = ACCESSORY_SLOT_LEG_GUARDS
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w_class = ITEMSIZE_NORMAL
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armor = list(
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melee = ARMOR_MELEE_KNIVES,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_SMALL,
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melee = ARMOR_MELEE_KEVLAR,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_KEVLAR,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -114,11 +114,11 @@
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slot = ACCESSORY_SLOT_ARM_GUARDS
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body_parts_covered = HANDS|ARMS
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_MINOR,
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laser = ARMOR_LASER_MAJOR,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_MINOR
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melee = ARMOR_MELEE_KEVLAR,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_KEVLAR,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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w_class = ITEMSIZE_NORMAL
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contained_sprite = TRUE
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@@ -227,14 +227,14 @@ var/list/global/base_miss_chance = list(
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BP_HEAD = 70,
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BP_CHEST = 10,
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BP_GROIN = 20,
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BP_L_LEG = 20,
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BP_R_LEG = 20,
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BP_L_ARM = 30,
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BP_R_ARM = 30,
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BP_L_HAND = 50,
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BP_R_HAND = 50,
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BP_L_FOOT = 50,
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BP_R_FOOT = 50
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BP_L_LEG = 40,
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BP_R_LEG = 40,
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BP_L_ARM = 40,
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BP_R_ARM = 40,
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BP_L_HAND = 60,
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BP_R_HAND = 60,
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BP_L_FOOT = 60,
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BP_R_FOOT = 60
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)
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//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
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@@ -86,7 +86,7 @@
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var/body_hair
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var/painted = 0
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var/maim_bonus = 0.75 //For special projectile gibbing calculation, dubbed "maiming"
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var/maim_bonus = 0 //For special projectile gibbing calculation, dubbed "maiming"
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var/list/genetic_markings // Markings (body_markings) to apply to the icon
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var/list/temporary_markings // Same as above, but not preserved when cloning
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@@ -403,12 +403,13 @@
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if(isitem(used_weapon))
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var/obj/item/W = used_weapon
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var/dam_flags = W.damage_flags()
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if(isprojectile(W))
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var/obj/item/projectile/P = W
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if(P.damage_flags & DAM_BULLET)
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if(dam_flags & DAM_BULLET)
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blunt_eligible = TRUE
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maim_bonus += P.maim_rate
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else if(W.w_class >= w_class && edge)
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if(W.w_class >= w_class && (dam_flags & DAM_EDGE))
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edge_eligible = TRUE
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if(!blunt_eligible && edge_eligible && brute >= max_damage / (DROPLIMB_THRESHOLD_EDGE + maim_bonus))
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@@ -53,7 +53,7 @@
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limb_name = BP_L_ARM
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name = "left arm"
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icon_name = "l_arm"
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max_damage = 50
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max_damage = 75
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min_broken_damage = 30
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w_class = ITEMSIZE_NORMAL
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body_part = ARM_LEFT
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@@ -86,7 +86,7 @@
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limb_name = BP_L_LEG
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name = "left leg"
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icon_name = "l_leg"
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max_damage = 50
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max_damage = 75
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min_broken_damage = 30
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w_class = ITEMSIZE_NORMAL
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body_part = LEG_LEFT
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@@ -119,7 +119,7 @@
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limb_name = BP_L_FOOT
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name = "left foot"
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icon_name = "l_foot"
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max_damage = 35
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max_damage = 55
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min_broken_damage = 15
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w_class = ITEMSIZE_SMALL
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body_part = FOOT_LEFT
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@@ -129,7 +129,6 @@
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amputation_point = "left ankle"
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arterial_bleed_severity = 0.5
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limb_flags = ORGAN_CAN_AMPUTATE | ORGAN_CAN_BREAK | ORGAN_CAN_MAIM | ORGAN_CAN_STAND
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maim_bonus = 1
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augment_limit = 1
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/obj/item/organ/external/foot/body_part_class()
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@@ -157,7 +156,7 @@
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limb_name = BP_L_HAND
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name = "left hand"
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icon_name = "l_hand"
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max_damage = 35
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max_damage = 55
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min_broken_damage = 15
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w_class = ITEMSIZE_SMALL
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body_part = HAND_LEFT
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@@ -167,7 +166,6 @@
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amputation_point = "left wrist"
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arterial_bleed_severity = 0.5
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limb_flags = ORGAN_CAN_AMPUTATE | ORGAN_CAN_BREAK | ORGAN_CAN_MAIM | ORGAN_CAN_GRASP | ORGAN_HAS_TENDON
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maim_bonus = 1
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augment_limit = 1
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/obj/item/organ/external/hand/body_part_class()
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@@ -202,7 +200,7 @@
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limb_name = BP_HEAD
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icon_name = "head"
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name = BP_HEAD
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max_damage = 75
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max_damage = 125
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min_broken_damage = 35
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w_class = ITEMSIZE_NORMAL
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body_part = HEAD | FACE
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