This commit is contained in:
Roxy
2025-06-21 22:58:49 -04:00
parent 1bc430830c
commit 1b50cea8df
34 changed files with 55 additions and 56 deletions
+1 -1
View File
@@ -164,7 +164,7 @@
var/fun_times_at_the_headbash_factory = (head_knock ? 8 : 3)
if(head_knock)
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15)
target.apply_damage(15, BRUTE, affecting, armor_block, wound_bonus = fun_times_at_the_headbash_factory, bare_wound_bonus = fun_times_at_the_headbash_factory)
target.apply_damage(15, BRUTE, affecting, armor_block, wound_bonus = fun_times_at_the_headbash_factory, exposed_wound_bonus = fun_times_at_the_headbash_factory)
playsound(target, 'sound/effects/hit_kick.ogg', 70)
log_combat(user, target, "headsmashes", "against the floor")
+1 -1
View File
@@ -40,7 +40,7 @@
damage_amount *= ((100 - blocked) / 100)
damage_amount *= get_incoming_damage_modifier(damage_amount, damagetype, def_zone, sharpness, attack_direction, attacking_item)
SEND_SIGNAL(src, COMSIG_MOB_ALWAYS_APPLY_DAMAGE, damage_amount, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item, wound_clothing) // BUBBER ADDITION: FLAT DAMAGE MODIFIERS
SEND_SIGNAL(src, COMSIG_MOB_ALWAYS_APPLY_DAMAGE, damage_amount, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item, wound_clothing) // BUBBER ADDITION: FLAT DAMAGE MODIFIERS
if(damage_amount <= 0)
return 0
@@ -9,7 +9,7 @@
force = 15
wound_bonus = 15
bare_wound_bonus = 10
exposed_wound_bonus = 10
greyscale_colors = null
greyscale_config = null
@@ -17,7 +17,7 @@
shielded = FALSE
update_appearance()
/mob/living/simple_animal/hostile/blackmesa/xen/apply_damage(damage = 0, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = NONE, attack_direction = null, attacking_item)
/mob/living/simple_animal/hostile/blackmesa/xen/apply_damage(damage = 0, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, exposed_wound_bonus = 0, sharpness = NONE, attack_direction = null, attacking_item)
if(shielded)
balloon_alert_to_viewers("ineffective!")
return FALSE
@@ -147,7 +147,7 @@
slot_flags = null
force = 20
wound_bonus = 10
bare_wound_bonus = 5
exposed_wound_bonus = 5
resistance_flags = INDESTRUCTIBLE
armour_penetration = 35 //this boss is really hard and this sword is really big
block_chance = 25
@@ -3,7 +3,7 @@
#define KNIFE_ATTACK_VERB_CONTINUOUS list("slashes", "tears", "slices", "tears", "lacerates", "rips", "dices", "cuts", "rends")
#define KNIFE_ATTACK_VERB_SIMPLE list("slash", "tear", "slice", "tear", "lacerate", "rip", "dice", "cut", "rend")
#define KNIFE_SHARPNESS SHARP_EDGED
#define KNIFE_BARE_WOUND_BONUS 15
#define KNIFE_EXPOSED_WOUND_BONUS 15
#define CUTTER_HITSOUND 'sound/items/tools/wirecutter.ogg'
#define CUTTER_USESOUND 'sound/items/tools/wirecutter.ogg'
#define CUTTER_ATTACK_VERB_CONTINUOUS list("bashes", "batters", "bludgeons", "thrashes", "whacks")
@@ -66,7 +66,7 @@
var/knife_wound_bonus = 5
var/cutter_force = CUTTER_FORCE
var/cutter_wound_bonus = CUTTER_WOUND_BONUS
var/cutter_bare_wound_bonus = CUTTER_WOUND_BONUS
var/cutter_exposed_wound_bonus = CUTTER_WOUND_BONUS
tool_behaviour = TOOL_KNIFE
toolspeed = 1
item_flags = NEEDS_PERMIT //Beepers gets angry if you get caught with this.
@@ -80,7 +80,7 @@
inhand_icon_state = "precision_wolverine"
force = cutter_force
wound_bonus = cutter_wound_bonus
bare_wound_bonus = cutter_bare_wound_bonus
exposed_wound_bonus = cutter_exposed_wound_bonus
sharpness = NONE
hitsound = CUTTER_HITSOUND
usesound = CUTTER_USESOUND
@@ -94,7 +94,7 @@
force = knife_force
sharpness = KNIFE_SHARPNESS
wound_bonus = knife_wound_bonus
bare_wound_bonus = KNIFE_BARE_WOUND_BONUS
exposed_wound_bonus = KNIFE_EXPOSED_WOUND_BONUS
hitsound = KNIFE_HITSOUND
usesound = KNIFE_USESOUND
attack_verb_continuous = KNIFE_ATTACK_VERB_CONTINUOUS
@@ -225,7 +225,7 @@
#undef KNIFE_ATTACK_VERB_CONTINUOUS
#undef KNIFE_ATTACK_VERB_SIMPLE
#undef KNIFE_SHARPNESS
#undef KNIFE_BARE_WOUND_BONUS
#undef KNIFE_EXPOSED_WOUND_BONUS
#undef CUTTER_HITSOUND
#undef CUTTER_USESOUND
#undef CUTTER_ATTACK_VERB_CONTINUOUS
+1 -1
View File
@@ -14,7 +14,7 @@
w_class = WEIGHT_CLASS_NORMAL
throwforce = 15
wound_bonus = 10 //scalpel tier
bare_wound_bonus = 20 // Very-bigly
exposed_wound_bonus = 20 // Very-bigly
/obj/item/storage/belt/bowie_sheath
name = "\improper Bowie knife sheath"
@@ -794,7 +794,7 @@
our_projectile.stamina *= turret_damage_multiplier
our_projectile.wound_bonus += turret_wound_bonus
our_projectile.bare_wound_bonus += turret_wound_bonus
our_projectile.exposed_wound_bonus += turret_wound_bonus
casing.fire_casing(target, src, null, null, null, BODY_ZONE_CHEST, 0, src)
play_fire_sound(casing)
@@ -182,7 +182,7 @@
#define PERCUSSIVE_MAINTENANCE_ATTACKER_NOT_VICTIM_CHANCE_MULT 2.5
/// Signal handler proc to when our victim has damage applied via apply_damage(), which is a external attack.
/datum/wound/blunt/robotic/proc/victim_attacked(datum/source, damage, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/datum/wound/blunt/robotic/proc/victim_attacked(datum/source, damage, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
SIGNAL_HANDLER
if (def_zone != limb.body_zone) // use this proc since receive damage can also be called for like, chems and shit
@@ -186,7 +186,7 @@
victim.adjust_bodytemperature(amount_to_adjust)
/// Signal proc for when our victim is externally attacked. Increases chassis temp based on burn damage received.
/datum/wound/burn/robotic/overheat/proc/victim_attacked(datum/source, damage, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/datum/wound/burn/robotic/overheat/proc/victim_attacked(datum/source, damage, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
SIGNAL_HANDLER
if (def_zone != limb.body_zone) // use this proc since receive damage can also be called for like, chems and shit
@@ -23,7 +23,7 @@
damage = 20
wound_bonus = 5 // Normal bullets are 20
bare_wound_bonus = 25
exposed_wound_bonus = 25
/obj/item/ammo_box/c35sol
@@ -60,7 +60,7 @@
stamina = 30
wound_bonus = -40
bare_wound_bonus = -20
exposed_wound_bonus = -20
weak_against_armour = TRUE
@@ -109,7 +109,7 @@
sharpness = SHARP_EDGED
wound_bonus = 25
bare_wound_bonus = 25
exposed_wound_bonus = 25
embed_type = /datum/embedding/c35sol_ripper
@@ -23,7 +23,7 @@
damage = 35
wound_bonus = -30
bare_wound_bonus = -35
exposed_wound_bonus = -35
/obj/item/ammo_box/c40sol
@@ -66,7 +66,7 @@
sharpness = SHARP_EDGED
wound_bonus = 0
bare_wound_bonus = 20
exposed_wound_bonus = 20
shrapnel_type = /obj/item/shrapnel/stingball
embed_type = /datum/embedding/c40sol_fragmentation
@@ -119,7 +119,7 @@
armour_penetration = 20
wound_bonus = -30
bare_wound_bonus = -10
exposed_wound_bonus = -10
ricochets_max = 2
ricochet_chance = 80
@@ -14,7 +14,7 @@
stamina = 15 //knock the winds outta ya
wound_bonus = -35
bare_wound_bonus = -60
exposed_wound_bonus = -60
stamina_falloff_tile = -0.3
/obj/item/ammo_casing/c460rowland/dart
@@ -31,7 +31,7 @@
damage = 25
wound_bonus = -50
bare_wound_bonus = -10
exposed_wound_bonus = -10
armour_penetration = 40
damage_falloff_tile = 0
stamina_falloff_tile = 0
@@ -52,7 +52,7 @@
name = ".457 Government"
damage = 35
wound_bonus = -25
bare_wound_bonus = -35
exposed_wound_bonus = -35
/obj/item/ammo_casing/c457govt/dart
name = ".457 Government Accelerating"
@@ -68,7 +68,7 @@
damage = 15
wound_bonus = -10
bare_wound_bonus = -10
exposed_wound_bonus = -10
armour_penetration = 45
speed = 2
range = 14
@@ -22,7 +22,7 @@
damage = 15
armour_penetration = 60
wound_bonus = 10
bare_wound_bonus = 10
exposed_wound_bonus = 10
embed_type = /datum/embedding/caflechette
dismemberment = 0
@@ -46,7 +46,7 @@
name = "flechette dart"
damage = 10
wound_bonus = 25
bare_wound_bonus = 35
exposed_wound_bonus = 35
embed_type = /datum/embedding/ripper
armour_penetration = 40 //defeat basic armour
@@ -70,10 +70,9 @@
name = "high velocity steel ball"
damage = 10
wound_bonus = 20
bare_wound_bonus = 10
sharpness = SHARP_EDGED
wound_bonus = 0
bare_wound_bonus = 20
exposed_wound_bonus = 20
armour_penetration = 10
shrapnel_type = /obj/item/shrapnel/stingball
embed_type = /datum/embedding/ballpoint
@@ -102,7 +101,7 @@
name = "high velocity magnesium rod"
damage = 5
wound_bonus = 15
bare_wound_bonus = 5
exposed_wound_bonus = 5
embed_type = /datum/embedding/magnesium
armour_penetration = 100 //does really low damage
@@ -139,7 +139,7 @@
playsound(src, 'sound/items/unsheath.ogg', 25, TRUE)
applied_gun.force = 20
applied_gun.sharpness = SHARP_EDGED
applied_gun.bare_wound_bonus = 15
applied_gun.exposed_wound_bonus = 15
applied_gun.wound_bonus = 5
applied_gun.disabled_for_other_reasons = TRUE
applied_gun.attack_verb_continuous = list("slashes", "cuts")
@@ -151,7 +151,7 @@
applied_gun.force = initial(applied_gun.force)
applied_gun.sharpness = initial(applied_gun.sharpness)
applied_gun.wound_bonus = initial(applied_gun.wound_bonus)
applied_gun.bare_wound_bonus = initial(applied_gun.bare_wound_bonus)
applied_gun.exposed_wound_bonus = initial(applied_gun.exposed_wound_bonus)
applied_gun.disabled_for_other_reasons = FALSE
applied_gun.attack_verb_continuous = initial(applied_gun.attack_verb_continuous)
applied_gun.attack_verb_simple = initial(applied_gun.attack_verb_simple)
@@ -88,7 +88,7 @@
icon_state = "flare"
damage = 10
speed = 0.4
bare_wound_bonus = 55 // Lasers have a wound bonus of 40, this is a bit higher
exposed_wound_bonus = 55 // Lasers have a wound bonus of 40, this is a bit higher
wound_bonus = -50 // However we do not very much against armor
range = 2
pass_flags = PASSTABLE | PASSGRILLE // His ass does NOT pass through glass!
@@ -21,7 +21,7 @@
damage = 15
armour_penetration = 30
wound_bonus = -30
bare_wound_bonus = -10
exposed_wound_bonus = -10
/obj/item/ammo_box/c27_54cesarzowa
name = "ammo box (.27-54 Cesarzowa piercing)"
@@ -55,7 +55,7 @@
damage = 10
weak_against_armour = TRUE
wound_bonus = -30
bare_wound_bonus = -10
exposed_wound_bonus = -10
/obj/item/ammo_box/c27_54cesarzowa/rubber
name = "ammo box (.27-54 Cesarzowa rubber)"
@@ -15,7 +15,7 @@
icon_state = "plasma_glob"
damage = 10
speed = 0.6
bare_wound_bonus = 55 // Lasers have a wound bonus of 40, this is a bit higher
exposed_wound_bonus = 55 // Lasers have a wound bonus of 40, this is a bit higher
wound_bonus = -50 // However we do not very much against armor
pass_flags = PASSTABLE | PASSGRILLE // His ass does NOT pass through glass!
weak_against_armour = TRUE
@@ -57,7 +57,7 @@
damage = 50
armour_penetration = 50
wound_bonus = 20
bare_wound_bonus = 30
exposed_wound_bonus = 30
demolition_mod = 1.8
/// How much damage we add to things that are weak to this bullet
var/anti_materiel_damage_addition = 30
@@ -80,7 +80,7 @@
weak_against_armour = TRUE
wound_bonus = 30
bare_wound_bonus = 40
exposed_wound_bonus = 40
/obj/item/ammo_box/c585trappiste/hollowpoint
name = "ammo box (.585 Trappiste hollowhead)"
@@ -13,7 +13,7 @@
/obj/item/melee/sabre
force = 20 // Original: 15
wound_bonus = 5 // Original: 10
bare_wound_bonus = 20 // Original: 25 Both down slightly, to make up for the damage buff, since it'd get a bit wacky ontop of the armor pen.
exposed_wound_bonus = 20 // Original: 25 Both down slightly, to make up for the damage buff, since it'd get a bit wacky ontop of the armor pen.
/obj/item/melee/sabre/cargo
name = "authentic shamshir sabre"
@@ -814,7 +814,7 @@
send_system_message("Weak against armor: [initial(processed_item.weak_against_armour) ? "Yes" : "No"]")
send_system_message("Damage type: [initial(processed_item.damtype)]")
send_system_message("Wound bonus: [initial(processed_item.wound_bonus)]")
send_system_message("Bare wound bonus: [initial(processed_item.bare_wound_bonus)]")
send_system_message("Bare wound bonus: [initial(processed_item.exposed_wound_bonus)]")
send_system_message("Force: [initial(processed_item.force)]")
/datum/opposing_force/proc/unlock_equipment(mob/user)
+1 -1
View File
@@ -49,7 +49,7 @@
*
* Does a special effect if we blocked damage with our shell.
*/
/obj/item/organ/heart/snail/proc/do_block_effect(mob/living/carbon/human/source, damage_dealt, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, obj/item/attacking_item)
/obj/item/organ/heart/snail/proc/do_block_effect(mob/living/carbon/human/source, damage_dealt, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, obj/item/attacking_item)
SIGNAL_HANDLER
if(!is_blocking(source, damage_dealt, damagetype, attack_direction))
@@ -130,7 +130,7 @@
attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
wound_bonus = -15
bare_wound_bonus = 15
exposed_wound_bonus = 15
sharpness = SHARP_POINTY
/obj/item/forging/reagent_weapon/spear/Initialize(mapload)
@@ -11,7 +11,7 @@
sharpness = SHARP_EDGED
hitsound = 'sound/items/weapons/bladeslice.ogg'
wound_bonus = 10
bare_wound_bonus = 15
exposed_wound_bonus = 15
tool_behaviour = TOOL_KNIFE
// How long do we take to shave someone's facial hair?
var/shaving_time = 10 SECONDS
@@ -156,7 +156,7 @@
ricochets_max = 0
sharpness = SHARP_EDGED
wound_bonus = 35
bare_wound_bonus = 30
exposed_wound_bonus = 30
embed_type = /datum/embedding/dumdum
wound_falloff_tile = -8
embed_falloff_tile = -20
@@ -152,7 +152,7 @@
damage = 7
armour_penetration = 40
wound_bonus = 0
bare_wound_bonus = 0
exposed_wound_bonus = 0
sharpness = SHARP_EDGED //Did you knew flechettes fly sideways into people
damage_falloff_tile = -0.7 // Five tiles will halve the effectiveness dramatically
wound_falloff_tile = -3
@@ -183,7 +183,7 @@
damage_falloff_tile = -1
stamina_falloff_tile = -1
wound_bonus = 5
bare_wound_bonus = 5
exposed_wound_bonus = 5
wound_falloff_tile = 0
sharpness = NONE
ricochets_max = 5
@@ -218,7 +218,7 @@
damage_falloff_tile = -0.2
stamina_falloff_tile = -0.3
wound_bonus = 40
bare_wound_bonus = 40
exposed_wound_bonus = 40
stutter = 3 SECONDS
jitter = 5 SECONDS
eyeblur = 1 SECONDS
@@ -251,7 +251,7 @@
name = "frangible slug"
damage = 15 //I'd kill you if you manage to kill someone with this shit
wound_bonus = 30
bare_wound_bonus = 30
exposed_wound_bonus = 30
demolition_mod = 2
/obj/projectile/bullet/frangible_slug/on_hit(atom/target, blocked = 0, pierce_hit)
@@ -5,7 +5,7 @@
force = 21 //Normally 25.
wound_bonus = 0
bare_wound_bonus = 0
exposed_wound_bonus = 0
var/blood_chance = 100
@@ -53,7 +53,7 @@
* Reworks the logic for delimbing. Once your limb gets mangled, it will fall off your body.
*/
#define PROTEAN_DELIMB_DEFINE(path) \
##path/try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus) {\
##path/try_dismember(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus) {\
if(((get_damage() + wounding_dmg) >= max_damage)) {\
dismember(); \
qdel_timer = QDEL_IN_STOPPABLE(src, PROTEAN_LIMB_TIME); \
@@ -10,7 +10,7 @@
forced,
spread_damage,
wound_bonus,
bare_wound_bonus,
exposed_wound_bonus,
sharpness,
attack_direction,
attacking_item,
@@ -77,7 +77,7 @@
def_zone,
blocked,
wound_bonus,
bare_wound_bonus,
exposed_wound_bonus,
sharpness,
attack_direction,
attacking_item,
@@ -2,7 +2,7 @@
name = "4.6x30mm bullet"
damage = 20
wound_bonus = -5
bare_wound_bonus = 5
exposed_wound_bonus = 5
embed_falloff_tile = -4
/obj/projectile/bullet/c46x30mm/ap
@@ -23,7 +23,7 @@
stamina = 5 //Knocks the wind out of you.
wound_bonus = CANT_WOUND
bare_wound_bonus = CANT_WOUND
exposed_wound_bonus = CANT_WOUND
weak_against_armour = TRUE
sharpness = NONE
@@ -36,7 +36,7 @@
stamina = 15
wound_bonus = CANT_WOUND
bare_wound_bonus = CANT_WOUND
exposed_wound_bonus = CANT_WOUND
weak_against_armour = TRUE
sharpness = NONE
@@ -5,7 +5,7 @@
stamina = 5 //Knocks the wind out of you.
wound_bonus = CANT_WOUND
bare_wound_bonus = CANT_WOUND
exposed_wound_bonus = CANT_WOUND
weak_against_armour = TRUE
sharpness = NONE
@@ -4,7 +4,7 @@
/obj/item/bodypart/head
can_dismember = TRUE
/obj/item/bodypart/head/try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)
/obj/item/bodypart/head/try_dismember(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus)
if(!can_dismember(src)) //No point in running the below if we can't dismember in the first place.
return FALSE