Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)

## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
This commit is contained in:
necromanceranne
2025-06-19 17:49:59 +02:00
committed by GitHub
co-authored by Jeremiah
parent 22d3ff892a
commit 57624ca1e2
85 changed files with 222 additions and 217 deletions
@@ -109,9 +109,9 @@
/// allows you to add multiplicative damage modifiers to the damage mods argument to adjust incoming damage
/// not sent if the apply damage call was forced
#define COMSIG_MOB_APPLY_DAMAGE_MODIFIERS "mob_apply_damage_modifiers"
/// from base of /mob/living/proc/apply_damage(): (damage, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/// from base of /mob/living/proc/apply_damage(): (damage, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
#define COMSIG_MOB_APPLY_DAMAGE "mob_apply_damage"
/// from /mob/living/proc/apply_damage(): (damage, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/// from /mob/living/proc/apply_damage(): (damage, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
/// works like above but after the damage is actually inflicted
#define COMSIG_MOB_AFTER_APPLY_DAMAGE "mob_after_apply_damage"
+4 -4
View File
@@ -1,14 +1,14 @@
// ~wound damage/rolling defines
/// the cornerstone of the wound threshold system, your base wound roll for any attack is rand(1, damage^this), after armor reduces said damage. See [/obj/item/bodypart/proc/check_wounding]
#define WOUND_DAMAGE_EXPONENT 1.4
/// any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145, for reference)
#define WOUND_MAX_CONSIDERED_DAMAGE 35
/// any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (25^1.4=91, for reference)
#define WOUND_MAX_CONSIDERED_DAMAGE 25
/// an attack must do this much damage after armor in order to roll for being a wound (so pressure damage/being on fire doesn't proc it)
#define WOUND_MINIMUM_DAMAGE 5
/// an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart
#define DISMEMBER_MINIMUM_DAMAGE 10
/// If an attack rolls this high with their wound (including mods), we try to outright dismember the limb. Note 250 is high enough that with a perfect max roll of 145 (see max cons'd damage), you'd need +100 in mods to do this
#define WOUND_DISMEMBER_OUTRIGHT_THRESH 250
/// If an attack rolls this high with their wound (including mods), we try to outright dismember the limb. Note 250 is high enough that with a perfect max roll of 90 (see max cons'd damage), you'd need +60 in mods to do this
#define WOUND_DISMEMBER_OUTRIGHT_THRESH 150
/// set wound_bonus on an item or attack to this to disable checking wounding for the attack
#define CANT_WOUND -100
+5 -5
View File
@@ -46,10 +46,10 @@
* * suffered_wound- The wound, already applied, that we're logging. It has to already be attached so we can get the limb from it
* * dealt_damage- How much damage is associated with the attack that dealt with this wound.
* * dealt_wound_bonus- The wound_bonus, if one was specified, of the wounding attack
* * dealt_bare_wound_bonus- The bare_wound_bonus, if one was specified *and applied*, of the wounding attack. Not shown if armor was present
* * base_roll- Base wounding ability of an attack is a random number from 1 to (dealt_damage ** WOUND_DAMAGE_EXPONENT). This is the number that was rolled in there, before mods
* * dealt_exposed_wound_bonus- The exposed_wound_bonus, if one was specified *and applied*, of the wounding attack. Not shown if armor was present
* * base_roll- Base wounding ability of an attack is a random number from 1 to (dealt_damage * WOUND_DAMAGE_EXPONENT). This is the number that was rolled in there, before mods
*/
/proc/log_wound(atom/victim, datum/wound/suffered_wound, dealt_damage, dealt_wound_bonus, dealt_bare_wound_bonus, base_roll)
/proc/log_wound(atom/victim, datum/wound/suffered_wound, dealt_damage, dealt_wound_bonus, dealt_exposed_wound_bonus, base_roll)
if(QDELETED(victim) || !suffered_wound)
return
var/message = "suffered: [suffered_wound][suffered_wound.limb ? " to [suffered_wound.limb.plaintext_zone]" : null]"// maybe indicate if it's a promote/demote?
@@ -63,8 +63,8 @@
if(dealt_wound_bonus)
message += " | WB: [dealt_wound_bonus]"
if(dealt_bare_wound_bonus)
message += " | BWB: [dealt_bare_wound_bonus]"
if(dealt_exposed_wound_bonus)
message += " | BWB: [dealt_exposed_wound_bonus]"
victim.log_message(message, LOG_ATTACK, color="blue")
+1 -1
View File
@@ -356,7 +356,7 @@
def_zone = targeting,
blocked = armor_block,
wound_bonus = wounding,
bare_wound_bonus = attacking_item.bare_wound_bonus,
exposed_wound_bonus = attacking_item.exposed_wound_bonus,
sharpness = attacking_item.get_sharpness(),
attack_direction = get_dir(user, src),
attacking_item = attacking_item,
+1 -1
View File
@@ -150,7 +150,7 @@
///no food found: it bites you and regains some health.
cursed.visible_message(span_danger("[cursed_item] bites [cursed]!"), span_userdanger("[cursed_item] bites you to sate [cursed_item.p_their()] hunger!"))
cursed.apply_damage(60, BRUTE, BODY_ZONE_CHEST, wound_bonus = -20, bare_wound_bonus = 20)
cursed.apply_damage(60, BRUTE, BODY_ZONE_CHEST, wound_bonus = -20, exposed_wound_bonus = 20)
current_health = min(current_health + 1, max_health)
#undef HUNGER_THRESHOLD_WARNING
+4 -4
View File
@@ -81,7 +81,7 @@
RegisterSignal(dart_projectile, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_projectile_update_overlays))
RegisterSignals(dart_projectile, list(COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED), PROC_REF(on_spawn_drop))
apply_var_modifiers(dart_projectile)
dart.harmful = dart_projectile.damage > 0 || dart_projectile.wound_bonus > 0 || dart_projectile.bare_wound_bonus > 0
dart.harmful = dart_projectile.damage > 0 || dart_projectile.wound_bonus > 0 || dart_projectile.exposed_wound_bonus > 0
SEND_SIGNAL(parent, COMSIG_DART_INSERT_ADDED, dart)
dart.update_appearance()
dart_projectile.update_appearance()
@@ -99,7 +99,7 @@
remove_var_modifiers(projectile)
UnregisterSignal(projectile, list(COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, COMSIG_ATOM_UPDATE_OVERLAYS))
if(dart?.loaded_projectile == projectile)
dart.harmful = projectile.damage > 0 || projectile.wound_bonus > 0 || projectile.bare_wound_bonus > 0
dart.harmful = projectile.damage > 0 || projectile.wound_bonus > 0 || projectile.exposed_wound_bonus > 0
projectile.update_appearance()
SEND_SIGNAL(parent, COMSIG_DART_INSERT_REMOVED, dart, projectile, user)
UnregisterSignal(parent, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED))
@@ -140,7 +140,7 @@
projectile.speed += var_modifiers["speed"]
projectile.armour_penetration += var_modifiers["armour_penetration"]
projectile.wound_bonus += var_modifiers["wound_bonus"]
projectile.bare_wound_bonus += var_modifiers["bare_wound_bonus"]
projectile.exposed_wound_bonus += var_modifiers["exposed_wound_bonus"]
projectile.demolition_mod += var_modifiers["demolition_mod"]
if(var_modifiers["embedding"])
projectile.set_embed(var_modifiers["embedding"])
@@ -150,7 +150,7 @@
projectile.speed -= var_modifiers["speed"]
projectile.armour_penetration -= var_modifiers["armour_penetration"]
projectile.wound_bonus -= var_modifiers["wound_bonus"]
projectile.bare_wound_bonus -= var_modifiers["bare_wound_bonus"]
projectile.exposed_wound_bonus -= var_modifiers["exposed_wound_bonus"]
projectile.demolition_mod -= var_modifiers["demolition_mod"]
if(var_modifiers["embedding"])
projectile.set_embed(initial(projectile.embed_type))
+4 -4
View File
@@ -2,7 +2,7 @@
#define GUNPOINT_DELAY_STAGE_2 (2.5 SECONDS)
/// How long it takes from stage 2 starting to move up to stage 3
#define GUNPOINT_DELAY_STAGE_3 (7.5 SECONDS)
/// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and bare_wound_bonus upon triggering
/// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and exposed_wound_bonus upon triggering
#define GUNPOINT_BASE_WOUND_BONUS 5
/// How much the damage and wound bonus mod is multiplied when you're on stage 1
#define GUNPOINT_MULT_STAGE_1 1.25
@@ -165,14 +165,14 @@
weapon.chambered.loaded_projectile.damage *= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.exposed_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
var/fired = weapon.fire_gun(target, shooter)
if(!fired && weapon.chambered?.loaded_projectile)
weapon.chambered.loaded_projectile.damage /= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.exposed_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
qdel(src)
@@ -187,7 +187,7 @@
qdel(src)
///If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead
/datum/component/gunpoint/proc/flinch(mob/living/source, damage_amount, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/datum/component/gunpoint/proc/flinch(mob/living/source, damage_amount, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
SIGNAL_HANDLER
if(!attack_direction) // No fliching from yourself
+1 -1
View File
@@ -26,7 +26,7 @@
if(isobj(atom_parent) && atom_parent.uses_integrity)
RegisterSignal(parent, COMSIG_ATOM_TAKE_DAMAGE, PROC_REF(on_object_damaged))
/datum/component/holographic_nature/proc/on_mob_damaged(mob/living/source, damage_amount, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/datum/component/holographic_nature/proc/on_mob_damaged(mob/living/source, damage_amount, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
SIGNAL_HANDLER
if(damagetype == BURN || damagetype == BRUTE)
apply_effects()
+3 -3
View File
@@ -109,7 +109,7 @@
// things like mouth executions and gunpoints can multiply the damage and wounds of projectiles, so this makes sure those effects are applied to each pellet instead of just one
var/original_damage = shell.loaded_projectile.damage
var/original_wounds_bonus = shell.loaded_projectile.wound_bonus
var/original_bare_wounds_bonus = shell.loaded_projectile.bare_wound_bonus
var/original_bare_wounds_bonus = shell.loaded_projectile.exposed_wound_bonus
var/original_ignored_faction = shell.loaded_projectile.ignored_factions
for(var/i in 1 to num_pellets)
@@ -124,7 +124,7 @@
RegisterSignals(shell.loaded_projectile, list(COMSIG_PROJECTILE_RANGE_OUT, COMSIG_QDELETING), PROC_REF(pellet_range))
shell.loaded_projectile.damage = original_damage
shell.loaded_projectile.wound_bonus = original_wounds_bonus
shell.loaded_projectile.bare_wound_bonus = original_bare_wounds_bonus
shell.loaded_projectile.exposed_wound_bonus = original_bare_wounds_bonus
shell.loaded_projectile.ignored_factions = original_ignored_faction
pellets += shell.loaded_projectile
var/turf/current_loc = get_turf(fired_from)
@@ -246,7 +246,7 @@
wound_info_by_part[hit_part] = list(0, 0, 0)
wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += proj.damage // these account for decay
wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += proj.wound_bonus
wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += proj.bare_wound_bonus
wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += proj.exposed_wound_bonus
proj.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate
else if(isobj(target))
var/obj/hit_object = target
+1 -1
View File
@@ -634,7 +634,7 @@
if(hit_projectile.armor_flag == ENERGY)
freak_out()
/datum/component/riding/creature/raptor/proc/on_attacked(mob/living/source, damage_dealt, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, obj/item/attacking_item)
/datum/component/riding/creature/raptor/proc/on_attacked(mob/living/source, damage_dealt, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, obj/item/attacking_item)
SIGNAL_HANDLER
if(damagetype == STAMINA)
+1 -1
View File
@@ -253,7 +253,7 @@
def_zone = owner_limb.body_zone,
blocked = armor,
wound_bonus = parent.wound_bonus,
bare_wound_bonus = parent.bare_wound_bonus,
exposed_wound_bonus = parent.exposed_wound_bonus,
sharpness = parent.get_sharpness(),
attacking_item = parent,
)
@@ -231,7 +231,7 @@ GLOBAL_LIST_EMPTY(heretic_arenas)
def_zone,
blocked,
wound_bonus,
bare_wound_bonus,
exposed_wound_bonus,
sharpness,
attack_direction,
attacking_item,
@@ -32,7 +32,7 @@
/datum/quirk/glass_jaw/remove()
UnregisterSignal(quirk_holder, COMSIG_MOB_APPLY_DAMAGE)
/datum/quirk/glass_jaw/proc/punch_out(mob/living/carbon/source, damage, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/datum/quirk/glass_jaw/proc/punch_out(mob/living/carbon/source, damage, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
SIGNAL_HANDLER
if(isbodypart(def_zone))
+1 -1
View File
@@ -23,7 +23,7 @@
def_zone,
blocked,
wound_bonus,
bare_wound_bonus,
exposed_wound_bonus,
sharpness,
attack_direction,
attacking_item,
+4 -3
View File
@@ -17,6 +17,7 @@
wound_flags = (ACCEPTS_GAUZE)
default_scar_file = BONE_SCAR_FILE
threshold_penalty = 5
/// Have we been bone gel'd?
var/gelled
@@ -237,7 +238,7 @@
interaction_efficiency_penalty = 1.3
limp_slowdown = 3
limp_chance = 50
threshold_penalty = 15
series_threshold_penalty = 15
treatable_tools = list(TOOL_BONESET)
status_effect_type = /datum/status_effect/wound/blunt/bone/moderate
scar_keyword = "dislocate"
@@ -378,7 +379,7 @@
interaction_efficiency_penalty = 2
limp_slowdown = 6
limp_chance = 60
threshold_penalty = 30
series_threshold_penalty = 30
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/blunt/bone/severe
scar_keyword = "bluntsevere"
@@ -418,7 +419,7 @@
limp_slowdown = 7
limp_chance = 70
sound_effect = 'sound/effects/wounds/crack2.ogg'
threshold_penalty = 50
threshold_penalty = 15
disabling = TRUE
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/blunt/bone/critical
+5 -4
View File
@@ -14,6 +14,7 @@
name = "Burn (Flesh) Wound"
a_or_from = "from"
processes = TRUE
threshold_penalty = 15
default_scar_file = FLESH_SCAR_FILE
@@ -137,7 +138,7 @@
to_chat(victim, span_deadsay("<b>Infection has just about completely claimed your [limb.plaintext_zone]!</b>"))
if(0)
to_chat(victim, span_deadsay("<b>The last of the nerve endings in your [limb.plaintext_zone] wither away, as the infection completely paralyzes your joint connector.</b>"))
threshold_penalty = 120 // piss easy to destroy
threshold_penalty *= 2 // piss easy to destroy
set_disabling(TRUE)
/datum/wound/burn/flesh/set_disabling(new_value)
@@ -294,7 +295,7 @@
occur_text = "breaks out with violent red burns"
severity = WOUND_SEVERITY_MODERATE
damage_multiplier_penalty = 1.1
threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
series_threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
status_effect_type = /datum/status_effect/wound/burn/flesh/moderate
flesh_damage = 5
scar_keyword = "burnmoderate"
@@ -322,7 +323,7 @@
occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns"
severity = WOUND_SEVERITY_SEVERE
damage_multiplier_penalty = 1.2
threshold_penalty = 40
series_threshold_penalty = 40
status_effect_type = /datum/status_effect/wound/burn/flesh/severe
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.07 // appx 9 minutes to reach sepsis without any treatment
@@ -353,7 +354,7 @@
severity = WOUND_SEVERITY_CRITICAL
damage_multiplier_penalty = 1.3
sound_effect = 'sound/effects/wounds/sizzle2.ogg'
threshold_penalty = 80
threshold_penalty = 25
status_effect_type = /datum/status_effect/wound/burn/flesh/critical
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.075 // appx 4.33 minutes to reach sepsis without any treatment
+1 -1
View File
@@ -6,7 +6,7 @@
wound_series = WOUND_SERIES_CRANIAL_FISSURE
threshold_minimum = 150
threshold_minimum = 110
weight = 10
viable_zones = list(BODY_ZONE_HEAD)
+4 -3
View File
@@ -4,6 +4,7 @@
*/
/datum/wound/pierce
undiagnosed_name = "Puncture"
threshold_penalty = 5
/datum/wound/pierce/get_self_check_description(self_aware)
if(!limb.can_bleed())
@@ -208,7 +209,7 @@
clot_rate = 0.03
internal_bleeding_chance = 30
internal_bleeding_coefficient = 1.25
threshold_penalty = 20
series_threshold_penalty = 20
status_effect_type = /datum/status_effect/wound/pierce/moderate
scar_keyword = "piercemoderate"
@@ -287,7 +288,7 @@
clot_rate = 0.02
internal_bleeding_chance = 60
internal_bleeding_coefficient = 1.5
threshold_penalty = 35
series_threshold_penalty = 35
status_effect_type = /datum/status_effect/wound/pierce/severe
scar_keyword = "piercesevere"
@@ -399,7 +400,7 @@
gauzed_clot_rate = 0.4
internal_bleeding_chance = 80
internal_bleeding_coefficient = 1.75
threshold_penalty = 50
threshold_penalty = 15
status_effect_type = /datum/status_effect/wound/pierce/critical
scar_keyword = "piercecritical"
wound_flags = (ACCEPTS_GAUZE | MANGLES_EXTERIOR | CAN_BE_GRASPED)
+4 -3
View File
@@ -32,6 +32,7 @@
/datum/wound/slash/flesh
name = "Slashing (Cut) Flesh Wound"
threshold_penalty = 5
processes = TRUE
treatable_by = list(/obj/item/stack/medical/suture)
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
@@ -308,7 +309,7 @@
initial_flow = 2
minimum_flow = 0.5
clot_rate = 0.05
threshold_penalty = 10
series_threshold_penalty = 10
status_effect_type = /datum/status_effect/wound/slash/flesh/moderate
scar_keyword = "slashmoderate"
@@ -340,7 +341,7 @@
initial_flow = 3.25
minimum_flow = 2.75
clot_rate = 0.03
threshold_penalty = 25
series_threshold_penalty = 25
demotes_to = /datum/wound/slash/flesh/moderate
status_effect_type = /datum/status_effect/wound/slash/flesh/severe
scar_keyword = "slashsevere"
@@ -373,7 +374,7 @@
initial_flow = 4
minimum_flow = 3.85
clot_rate = -0.015 // critical cuts actively get worse instead of better
threshold_penalty = 40
threshold_penalty = 15
demotes_to = /datum/wound/slash/flesh/severe
status_effect_type = /datum/status_effect/wound/slash/flesh/critical
scar_keyword = "slashcritical"
@@ -114,7 +114,7 @@
*
* Does a special effect if we blocked damage with our back
*/
/obj/item/organ/heart/roach/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/roach/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))
+3 -3
View File
@@ -1852,7 +1852,7 @@
force = modify_fantasy_variable("force", force, bonus)
throwforce = modify_fantasy_variable("throwforce", throwforce, bonus)
wound_bonus = modify_fantasy_variable("wound_bonus", wound_bonus, bonus)
bare_wound_bonus = modify_fantasy_variable("bare_wound_bonus", bare_wound_bonus, bonus)
exposed_wound_bonus = modify_fantasy_variable("exposed_wound_bonus", exposed_wound_bonus, bonus)
toolspeed = modify_fantasy_variable("toolspeed", toolspeed, -bonus/10, minimum = 0.1)
/obj/item/proc/remove_fantasy_bonuses(bonus)
@@ -1860,7 +1860,7 @@
force = reset_fantasy_variable("force", force)
throwforce = reset_fantasy_variable("throwforce", throwforce)
wound_bonus = reset_fantasy_variable("wound_bonus", wound_bonus)
bare_wound_bonus = reset_fantasy_variable("bare_wound_bonus", bare_wound_bonus)
exposed_wound_bonus = reset_fantasy_variable("exposed_wound_bonus", exposed_wound_bonus)
toolspeed = reset_fantasy_variable("toolspeed", toolspeed)
SEND_SIGNAL(src, COMSIG_ITEM_REMOVE_FANTASY_BONUSES, bonus)
@@ -2013,7 +2013,7 @@
DAMTYPE: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=damtype' id='damtype'>[uppertext(damtype)]</a>
FORCE: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=force' id='force'>[force]</a>
WOUND: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=wound' id='wound'>[wound_bonus]</a>
BARE WOUND: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=bare wound' id='bare wound'>[bare_wound_bonus]</a>
BARE WOUND: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=bare wound' id='bare wound'>[exposed_wound_bonus]</a>
</font>
"}
+1 -1
View File
@@ -30,7 +30,7 @@
armor_type = /datum/armor/item_dualsaber
resistance_flags = FIRE_PROOF
wound_bonus = -10
bare_wound_bonus = 20
exposed_wound_bonus = 20
demolition_mod = 1.5 //1.5x damage to objects, robots, etc.
item_flags = NO_BLOOD_ON_ITEM
var/w_class_on = WEIGHT_CLASS_BULKY
+1 -1
View File
@@ -24,7 +24,7 @@ GLOBAL_DATUM(bridge_axe, /obj/item/fireaxe)
armor_type = /datum/armor/item_fireaxe
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
exposed_wound_bonus = 20
/// How much damage to do unwielded
var/force_unwielded = 5
/// How much damage to do wielded
+1 -1
View File
@@ -687,7 +687,7 @@
armour_penetration = 0
damage = 25
wound_bonus = -20
bare_wound_bonus = 40
exposed_wound_bonus = 40
silent_blown = TRUE
/obj/projectile/kiss/french
+1 -1
View File
@@ -176,7 +176,7 @@
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.5)
custom_price = PAYCHECK_CREW * 2
bare_wound_bonus = 14
exposed_wound_bonus = 14
/obj/item/kitchen/rollingpin/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] begins flattening [user.p_their()] head with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
+2 -2
View File
@@ -23,7 +23,7 @@
sharpness = SHARP_EDGED
armor_type = /datum/armor/item_knife
wound_bonus = 5
bare_wound_bonus = 15
exposed_wound_bonus = 15
tool_behaviour = TOOL_KNIFE
var/list/alt_continuous = list("stabs", "pierces", "shanks")
var/list/alt_simple = list("stab", "pierce", "shank")
@@ -295,7 +295,7 @@
throw_speed = 4
throw_range = 8
wound_bonus = 10
bare_wound_bonus = 20
exposed_wound_bonus = 20
armor_type = /datum/armor/shiv_plastitanium
custom_materials = list(/datum/material/glass= SMALL_MATERIAL_AMOUNT * 4, /datum/material/alloy/plastitanium= SMALL_MATERIAL_AMOUNT * 2)
+2 -2
View File
@@ -331,7 +331,7 @@
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 0
bare_wound_bonus = 5
exposed_wound_bonus = 5
clumsy_knockdown_time = 15 SECONDS
active = FALSE
activated_word = "extended"
@@ -978,7 +978,7 @@
stamina_damage = 30 // 4 hit stamcrit
stun_armour_penetration = 30 // bronze-silver telescopic
force = 16 // 7 hit crit
bare_wound_bonus = 5
exposed_wound_bonus = 5
/obj/item/melee/baton/nunchaku/proc/randomize_state()
icon_state = pick(list("nunchaku", "nunchaku_x", "nunchaku_y"))
+1 -1
View File
@@ -10,7 +10,7 @@
light_range = 3
light_power = 1
light_on = FALSE
bare_wound_bonus = 20
exposed_wound_bonus = 20
demolition_mod = 1.5 //1.5x damage to objects, robots, etc.
stealthy_audio = TRUE
w_class = WEIGHT_CLASS_SMALL
+3 -3
View File
@@ -18,7 +18,7 @@
throwforce = 7
demolition_mod = 0.25
wound_bonus = 15
bare_wound_bonus = 10
exposed_wound_bonus = 10
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines")
attack_verb_simple = list("flog", "whip", "lash", "discipline")
@@ -82,7 +82,7 @@
hitsound = 'sound/items/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
wound_bonus = 10
bare_wound_bonus = 25
exposed_wound_bonus = 25
/obj/item/melee/sabre/Initialize(mapload)
. = ..()
@@ -195,7 +195,7 @@
hitsound = 'sound/items/weapons/rapierhit.ogg'
custom_materials = null
wound_bonus = 5
bare_wound_bonus = 15
exposed_wound_bonus = 15
/obj/item/melee/parsnip_sabre/Initialize(mapload)
. = ..()
+1 -1
View File
@@ -111,7 +111,7 @@
stamina = 8
sharpness = SHARP_EDGED
wound_bonus = 5
bare_wound_bonus = 5
exposed_wound_bonus = 5
ricochets_max = 2
ricochet_chance = 140
shrapnel_type = /obj/item/shrapnel/capmine
+3 -3
View File
@@ -23,7 +23,7 @@
max_integrity = 200
armor_type = /datum/armor/item_spear
wound_bonus = -15
bare_wound_bonus = 15
exposed_wound_bonus = 15
/// For explosive spears, what we cry out when we use this to bap someone
var/war_cry = "AAAAARGH!!!"
/// The icon prefix for this flavor of spear
@@ -112,7 +112,7 @@
throw_speed = 5
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plastitaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
wound_bonus = -10
bare_wound_bonus = 20
exposed_wound_bonus = 20
force_unwielded = 13
force_wielded = 20
icon_prefix = "spearplastitanium"
@@ -222,7 +222,7 @@
throwforce = 30
demolition_mod = 1
wound_bonus = 5
bare_wound_bonus = 25
exposed_wound_bonus = 25
throw_range = 9
throw_speed = 5
sharpness = NONE // we break bones instead of cutting flesh
+1 -1
View File
@@ -217,7 +217,7 @@
toolspeed = 1.25
armor_type = /datum/armor/crowbar_mechremoval
resistance_flags = FIRE_PROOF
bare_wound_bonus = 15
exposed_wound_bonus = 15
wound_bonus = 10
/datum/armor/crowbar_mechremoval
+1 -1
View File
@@ -29,7 +29,7 @@
tool_behaviour = TOOL_WELDER
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
exposed_wound_bonus = 15
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.3)
/// Whether the welding tool is on or off.
var/welding = FALSE
+3 -3
View File
@@ -1236,7 +1236,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 10
wound_bonus = 25
bare_wound_bonus = 50
exposed_wound_bonus = 50
throwforce = 25
throw_speed = 4
attack_speed = CLICK_CD_HYPER_RAPID
@@ -1318,7 +1318,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
playsound(src, 'sound/items/weapons/zapbang.ogg', 50, vary = TRUE)
if(isliving(target))
var/mob/living/living_target = target
living_target.apply_damage(force*damage_mod, BRUTE, sharpness = SHARP_EDGED, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, def_zone = user.zone_selected)
living_target.apply_damage(force*damage_mod, BRUTE, sharpness = SHARP_EDGED, wound_bonus = wound_bonus, exposed_wound_bonus = exposed_wound_bonus, def_zone = user.zone_selected)
log_combat(user, living_target, "slashed", src)
if(living_target.stat == DEAD && prob(force*damage_mod*0.5))
living_target.visible_message(span_danger("[living_target] explodes in a shower of gore!"), blind_message = span_hear("You hear organic matter ripping and tearing!"))
@@ -1368,7 +1368,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
force = 8
throwforce = 20
wound_bonus = 20
bare_wound_bonus = 25
exposed_wound_bonus = 25
/obj/item/highfrequencyblade/wizard/attack_self(mob/user, modifiers)
if(!HAS_MIND_TRAIT(user, TRAIT_MAGICALLY_GIFTED))
+1 -1
View File
@@ -22,7 +22,7 @@
/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
var/wound_bonus = 0
/// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
var/bare_wound_bonus = 0
var/exposed_wound_bonus = 0
/// A multiplier to an object's force when used against a structure, vehicle, machine, or robot.
/// Use [/obj/proc/get_demolition_modifier] to get the value.
+1 -1
View File
@@ -74,7 +74,7 @@
/// For when a mob comes flying through the window, smash it and damage the mob
/obj/structure/proc/smash_and_injure(mob/living/flying_mob, atom/oldloc, direction)
flying_mob.balloon_alert_to_viewers("smashed through!")
flying_mob.apply_damage(damage = rand(5, 15), damagetype = BRUTE, wound_bonus = 15, bare_wound_bonus = 25, sharpness = SHARP_EDGED, attack_direction = get_dir(src, oldloc))
flying_mob.apply_damage(damage = rand(5, 15), damagetype = BRUTE, wound_bonus = 15, exposed_wound_bonus = 25, sharpness = SHARP_EDGED, attack_direction = get_dir(src, oldloc))
new /obj/effect/decal/cleanable/glass(get_step(flying_mob, flying_mob.dir))
deconstruct(disassembled = FALSE)
+2 -2
View File
@@ -117,7 +117,7 @@
if("wound")
existing_val = editing.wound_bonus
if("bare wound")
existing_val = editing.bare_wound_bonus
existing_val = editing.exposed_wound_bonus
else
CRASH("Invalid var_tweak passed to item vv set var: [href_list["var_tweak"]]")
@@ -137,7 +137,7 @@
if("wound")
editing.wound_bonus = new_val
if("bare wound")
editing.bare_wound_bonus = new_val
editing.exposed_wound_bonus = new_val
message_admins("[key_name(usr)] set [editing]'s [href_list["var_tweak"]] to [new_val] (was [existing_val])")
log_admin("[key_name(usr)] set [editing]'s [href_list["var_tweak"]] to [new_val] (was [existing_val])")
@@ -202,7 +202,7 @@
attack_verb_simple = list("attack", "slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_EDGED
wound_bonus = 10
bare_wound_bonus = 10
exposed_wound_bonus = 10
armour_penetration = 35
var/can_drop = FALSE
var/fake = FALSE
+3 -3
View File
@@ -25,7 +25,7 @@
throwforce = 25
block_chance = 25
wound_bonus = -10
bare_wound_bonus = 20
exposed_wound_bonus = 20
armour_penetration = 35
block_sound = 'sound/items/weapons/parry.ogg'
///Reference to a boomerang component we add when a non-cultist throws us.
@@ -101,7 +101,7 @@ Striking a noncultist, however, will tear their flesh."}
throwforce = 10
block_chance = 50 // now it's officially a cult esword
wound_bonus = -50
bare_wound_bonus = 20
exposed_wound_bonus = 20
hitsound = 'sound/items/weapons/bladeslice.ogg'
block_sound = 'sound/items/weapons/parry.ogg'
attack_verb_continuous = list("attacks", "slashes", "slices", "tears", "lacerates", "rips", "dices", "rends")
@@ -158,7 +158,7 @@ Striking a noncultist, however, will tear their flesh."}
throwforce = 25
block_chance = 55
wound_bonus = -25
bare_wound_bonus = 30
exposed_wound_bonus = 30
free_use = TRUE
light_color = COLOR_HERETIC_GREEN
light_range = 3
@@ -17,7 +17,7 @@
force = 20
throwforce = 10
wound_bonus = 5
bare_wound_bonus = 15
exposed_wound_bonus = 15
toolspeed = 0.375
demolition_mod = 0.8
hitsound = 'sound/items/weapons/bladeslice.ogg'
@@ -245,7 +245,7 @@
throwforce = 15
block_chance = 35
wound_bonus = 25
bare_wound_bonus = 15
exposed_wound_bonus = 15
armour_penetration = 35
icon_state = "cursed_blade"
inhand_icon_state = "cursed_blade"
@@ -112,7 +112,7 @@
hitsound = SFX_SHATTER
force = 16
wound_bonus = -30
bare_wound_bonus = 15
exposed_wound_bonus = 15
demolition_mod = 1.5
sharpness = SHARP_EDGED
@@ -18,7 +18,7 @@
tool_behaviour = TOOL_MINING
hitsound = 'sound/items/weapons/bladeslice.ogg'
wound_bonus = -30
bare_wound_bonus = 20
exposed_wound_bonus = 20
///If this is true, our next hit will be critcal, temporarily stunning our target
var/has_crit = FALSE
///The timer which controls our next crit
@@ -22,7 +22,7 @@
tool_behaviour = TOOL_MINING
hitsound = 'sound/items/weapons/bladeslice.ogg'
wound_bonus = -30
bare_wound_bonus = 20
exposed_wound_bonus = 20
/// Damage we loss per hit
var/damage_loss_per_hit = 0.5
+1 -1
View File
@@ -16,7 +16,7 @@
flags_cover = HEADCOVERSEYES
heat = 999
wound_bonus = 10
bare_wound_bonus = 5
exposed_wound_bonus = 5
dog_fashion = /datum/dog_fashion/head
hitsound = 'sound/items/weapons/tap.ogg'
var/hitsound_on = 'sound/items/weapons/sear.ogg' //so we can differentiate between cakehat and energyhat
+3 -4
View File
@@ -194,7 +194,6 @@
acid = 50
wound = 5
/obj/item/clothing/head/fedora/det_hat/Initialize(mapload)
. = ..()
@@ -479,7 +478,7 @@
bomb = 25
fire = 30
acid = 60
wound = 6
wound = 5
/obj/item/clothing/head/hats/warden/police
name = "police officer's hat"
@@ -581,7 +580,7 @@
bomb = 25
fire = 20
acid = 50
wound = 4
wound = 5
/obj/item/clothing/head/beret/sec/navywarden
name = "warden's beret"
@@ -798,7 +797,7 @@
bomb = 10
fire = 30
acid = 5
wound = 4
wound = 5
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
+1 -1
View File
@@ -707,7 +707,7 @@ GLOBAL_LIST_INIT(fish_compatible_fluid_types, list(
block_chance = initial(block_chance)
armour_penetration = initial(armour_penetration)
wound_bonus = initial(wound_bonus)
bare_wound_bonus = initial(bare_wound_bonus)
exposed_wound_bonus = initial(exposed_wound_bonus)
toolspeed = initial(toolspeed)
var/weight_rank = GET_FISH_WEIGHT_RANK(weight)
+5 -5
View File
@@ -8,7 +8,7 @@
force = 12
sharpness = SHARP_POINTY
wound_bonus = -10
bare_wound_bonus = 15
exposed_wound_bonus = 15
armour_penetration = 6
demolition_mod = 1.2
throwforce = 11
@@ -114,7 +114,7 @@
force = 19
sharpness = SHARP_POINTY
wound_bonus = -5
bare_wound_bonus = 20
exposed_wound_bonus = 20
armour_penetration = 12
block_chance = 33
throwforce = 7
@@ -188,7 +188,7 @@
block_chance *= multiplier
armour_penetration *= multiplier
wound_bonus *= multiplier
bare_wound_bonus *= multiplier
exposed_wound_bonus *= multiplier
/obj/item/fish/dolphish/do_fish_process(seconds_per_tick)
. = ..()
@@ -226,7 +226,7 @@
if(0)
// No check, we always want sharky to bite jerky on 0
moc.visible_message(span_bolddanger("[src] bites directly into [moc] and squirms away from [moc.p_their()] grasp!"), span_userdanger("[src] sinks its fangs into you!!"))
moc.apply_damage(force, BRUTE, moc.get_active_hand(), wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness, attacking_item = src)
moc.apply_damage(force, BRUTE, moc.get_active_hand(), wound_bonus = wound_bonus, exposed_wound_bonus = exposed_wound_bonus, sharpness = sharpness, attacking_item = src)
forceMove(moc.drop_location())
moc.painful_scream()
patience = max_patience
@@ -258,7 +258,7 @@
span_warning("You try to pet [src], but it sinks its fangs into your hand!"),
vision_distance = DEFAULT_MESSAGE_RANGE - 3,
)
user.apply_damage(force, BRUTE, user.get_active_hand(), wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness, attacking_item = src)
user.apply_damage(force, BRUTE, user.get_active_hand(), wound_bonus = wound_bonus, exposed_wound_bonus = exposed_wound_bonus, sharpness = sharpness, attacking_item = src)
if(!in_aquarium)
forceMove(user.drop_location())
user.painful_scream()
+8 -8
View File
@@ -156,7 +156,7 @@
attack_speed = 1 SECONDS
block_chance = 50
wound_bonus = 10
bare_wound_bonus = 20
exposed_wound_bonus = 20
armour_penetration = 75
base_pixel_w = -18
pixel_w = -18
@@ -191,28 +191,28 @@
block_chance -= 45
armour_penetration -= 20
wound_bonus -= 15
bare_wound_bonus -= 20
exposed_wound_bonus -= 20
if(WEIGHT_CLASS_SMALL)
force -= 8
attack_speed -= 0.3 SECONDS
block_chance -= 30
armour_penetration -= 15
wound_bonus -= 10
bare_wound_bonus -= 20
exposed_wound_bonus -= 20
if(WEIGHT_CLASS_NORMAL)
force -= 5
attack_speed -= 0.2 SECONDS
block_chance -= 20
armour_penetration -= 10
wound_bonus -= 10
bare_wound_bonus -= 15
exposed_wound_bonus -= 15
if(WEIGHT_CLASS_BULKY)
force -= 3
attack_speed -= 0.1 SECONDS
block_chance -= 10
armour_penetration -= 5
wound_bonus -= 5
bare_wound_bonus -= 10
exposed_wound_bonus -= 10
if(WEIGHT_CLASS_GIGANTIC)
force += 5
attack_speed += 0.2 SECONDS
@@ -220,20 +220,20 @@
block_chance += 10
armour_penetration += 5
wound_bonus += 5
bare_wound_bonus += 10
exposed_wound_bonus += 10
if(status == FISH_DEAD)
force -= 4 + w_class
block_chance -= 25
armour_penetration -= 30
wound_bonus -= 10
bare_wound_bonus -= 10
exposed_wound_bonus -= 10
/obj/item/fish/swordfish/calculate_fish_force_bonus(bonus_malus)
. = ..()
armour_penetration += bonus_malus * 5
wound_bonus += bonus_malus * 3
bare_wound_bonus += bonus_malus * 5
exposed_wound_bonus += bonus_malus * 5
block_chance += bonus_malus * 7
/obj/item/fish/squid
+15 -15
View File
@@ -145,7 +145,7 @@
block_chance -= 15
armour_penetration -= 10
wound_bonus -= 10
bare_wound_bonus -= 10
exposed_wound_bonus -= 10
toolspeed += 0.6
if(WEIGHT_CLASS_SMALL)
force -= 8
@@ -154,7 +154,7 @@
block_chance -= 10
armour_penetration -= 10
wound_bonus -= 10
bare_wound_bonus -= 10
exposed_wound_bonus -= 10
toolspeed += 0.4
if(WEIGHT_CLASS_NORMAL)
force -= 5
@@ -162,7 +162,7 @@
block_chance -= 5
armour_penetration -= 5
wound_bonus -= 5
bare_wound_bonus -= 5
exposed_wound_bonus -= 5
toolspeed += 0.2
if(WEIGHT_CLASS_HUGE)
force += 2
@@ -171,7 +171,7 @@
armour_penetration += 10
block_chance += 10
wound_bonus += 10
bare_wound_bonus += 5
exposed_wound_bonus += 5
if(WEIGHT_CLASS_GIGANTIC)
force += 4
attack_speed += 0.4 SECONDS
@@ -179,7 +179,7 @@
block_chance += 20
armour_penetration += 20
wound_bonus += 15
bare_wound_bonus += 10
exposed_wound_bonus += 10
toolspeed -= 0.1
if(status == FISH_DEAD)
@@ -189,14 +189,14 @@
demolition_mod -= 0.3
armour_penetration -= 15
wound_bonus -= 5
bare_wound_bonus -= 5
exposed_wound_bonus -= 5
toolspeed += 1
/obj/item/fish/chainsawfish/calculate_fish_force_bonus(bonus_malus)
. = ..()
armour_penetration += bonus_malus * 3
wound_bonus += bonus_malus * 2
bare_wound_bonus += bonus_malus * 3
exposed_wound_bonus += bonus_malus * 3
block_chance += bonus_malus * 2
toolspeed -= bonus_malus * 0.1
@@ -229,7 +229,7 @@
wound_bonus = -15
attack_speed = 1 SECONDS
block_chance = 25
bare_wound_bonus = 15
exposed_wound_bonus = 15
demolition_mod = 0.8
armour_penetration = 10
stable_population = 3
@@ -265,21 +265,21 @@
block_chance -= 25
armour_penetration -= 15
wound_bonus -= 15
bare_wound_bonus -= 30
exposed_wound_bonus -= 30
if(WEIGHT_CLASS_SMALL)
force -= 6
attack_speed -= 0.3 SECONDS
block_chance -= 20
armour_penetration -= 10
wound_bonus -= 10
bare_wound_bonus -= 25
exposed_wound_bonus -= 25
if(WEIGHT_CLASS_NORMAL)
force -= 4
attack_speed -= 0.2 SECONDS
block_chance -= 20
armour_penetration -= 5
wound_bonus -= 10
bare_wound_bonus -= 15
exposed_wound_bonus -= 15
if(WEIGHT_CLASS_HUGE)
force += 3
attack_speed += 0.2 SECONDS
@@ -287,7 +287,7 @@
demolition_mod += 0.1
armour_penetration += 5
wound_bonus += 10
bare_wound_bonus += 5
exposed_wound_bonus += 5
if(WEIGHT_CLASS_GIGANTIC)
force += 7
attack_speed += 0.3 SECONDS
@@ -295,18 +295,18 @@
block_chance += 20
armour_penetration += 10
wound_bonus += 15
bare_wound_bonus += 10
exposed_wound_bonus += 10
if(status == FISH_DEAD)
force -= 5 + w_class
block_chance -= 15
armour_penetration -= 10
wound_bonus -= 5
bare_wound_bonus -= 15
exposed_wound_bonus -= 15
/obj/item/fish/pike/armored/calculate_fish_force_bonus(bonus_malus)
. = ..()
armour_penetration += bonus_malus * 3
wound_bonus += bonus_malus * 2
bare_wound_bonus += bonus_malus * 4
exposed_wound_bonus += bonus_malus * 4
block_chance += bonus_malus * 4
@@ -554,7 +554,7 @@
w_class = WEIGHT_CLASS_HUGE
sharpness = SHARP_EDGED
wound_bonus = -20
bare_wound_bonus = 25
exposed_wound_bonus = 25
menu_description = "An undroppable sharp armblade capable of inflicting deep wounds. Capable of an ineffective butchering of bodies. Disappears if the arm holding it is cut off."
/obj/item/nullrod/armblade/Initialize(mapload)
@@ -795,7 +795,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 12
wound_bonus = 10
bare_wound_bonus = 30
exposed_wound_bonus = 30
slot_flags = ITEM_SLOT_BELT
block_sound = 'sound/items/weapons/parry.ogg'
sharpness = SHARP_EDGED
@@ -934,6 +934,6 @@
var/armor_block = living_target.run_armor_check(affecting, MELEE, armour_penetration = armour_penetration)
// We got a sneak attack!
living_target.apply_damage(round(sneak_attack_dice, DAMAGE_PRECISION), BRUTE, def_zone = affecting, blocked = armor_block, wound_bonus = bare_wound_bonus, sharpness = SHARP_EDGED)
living_target.apply_damage(round(sneak_attack_dice, DAMAGE_PRECISION), BRUTE, def_zone = affecting, blocked = armor_block, wound_bonus = exposed_wound_bonus, sharpness = SHARP_EDGED)
living_target.balloon_alert(user, "sneak attack!")
playsound(living_target, 'sound/items/weapons/guillotine.ogg', 50, TRUE)
@@ -44,7 +44,7 @@ If the scythe isn't empowered when you sheath it, you take a heap of damage and
attack_verb_continuous = list("chops", "slices", "cuts", "reaps")
attack_verb_simple = list("chop", "slice", "cut", "reap")
wound_bonus = 10
bare_wound_bonus = 15
exposed_wound_bonus = 15
/*What state is our scythe in?
If it is SCYTHE_WEAK, it will harm our reaper on being sheathed.
@@ -122,7 +122,7 @@
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, PROC_REF(strike_throw_impact))
var/atom/throw_target = get_edge_target_turf(target, user.dir)
target.throw_at(throw_target, 5, 3, user, FALSE, gentle = TRUE)
target.apply_damage(damage = 17, bare_wound_bonus = 10)
target.apply_damage(damage = 17, exposed_wound_bonus = 10)
to_chat(target, span_userdanger("You've been struck by [user]!"))
user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
@@ -153,7 +153,7 @@
user.do_attack_animation(turf, ATTACK_EFFECT_SLASH)
for(var/mob/living/additional_target in turf)
if(user.Adjacent(additional_target) && additional_target.density)
additional_target.apply_damage(damage = 15, sharpness = SHARP_EDGED, bare_wound_bonus = 10)
additional_target.apply_damage(damage = 15, sharpness = SHARP_EDGED, exposed_wound_bonus = 10)
to_chat(additional_target, span_userdanger("You've been sliced by [user]!"))
target.apply_damage(damage = 5, sharpness = SHARP_EDGED, wound_bonus = 10)
@@ -199,7 +199,7 @@
span_notice("You dash through [target]!"))
to_chat(target, span_userdanger("[user] dashes through you!"))
playsound(src, 'sound/effects/magic/blink.ogg', 50, TRUE)
target.apply_damage(damage = 17, sharpness = SHARP_POINTY, bare_wound_bonus = 10)
target.apply_damage(damage = 17, sharpness = SHARP_POINTY, exposed_wound_bonus = 10)
var/turf/dash_target = get_turf(target)
for(var/distance in 0 to 8)
var/turf/current_dash_target = dash_target
@@ -148,7 +148,7 @@
throwforce = 17
armour_penetration = 50
sharpness = SHARP_EDGED
bare_wound_bonus = 10
exposed_wound_bonus = 10
layer = MOB_LAYER
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/// Soulscythe mob in the scythe
@@ -337,7 +337,7 @@
var/mob/living/attacked_mob = attacked_atom
if(attacked_mob.stat != DEAD)
give_blood(15)
attacked_mob.apply_damage(damage = force * (ismining(attacked_mob) ? 2 : 1), sharpness = SHARP_EDGED, bare_wound_bonus = 5)
attacked_mob.apply_damage(damage = force * (ismining(attacked_mob) ? 2 : 1), sharpness = SHARP_EDGED, exposed_wound_bonus = 5)
to_chat(attacked_mob, span_userdanger("You're slashed by [src]!"))
else if((ismachinery(attacked_atom) || isstructure(attacked_atom)) && use_blood(5))
var/obj/attacked_obj = attacked_atom
@@ -15,7 +15,7 @@
damtype = BURN
hitsound = 'sound/items/weapons/taserhit.ogg'
wound_bonus = -30
bare_wound_bonus = 20
exposed_wound_bonus = 20
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/max_thunder_charges = 3
var/thunder_charges = 3
+1 -1
View File
@@ -30,7 +30,7 @@
///How much wounding power it has
var/wound_bonus = CANT_WOUND
///How much bare wounding power it has
var/bare_wound_bonus = 0
var/exposed_wound_bonus = 0
///If the attacks from this are sharp
var/sharpness = NONE
@@ -95,7 +95,7 @@
. += span_info("Someone appears to have attached a saddle to this one.")
// Goliaths can summon tentacles more frequently as they take damage, scary.
/mob/living/basic/mining/goliath/apply_damage(damage, damagetype, def_zone, blocked, forced, spread_damage, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
/mob/living/basic/mining/goliath/apply_damage(damage, damagetype, def_zone, blocked, forced, spread_damage, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
. = ..()
if (. <= 0)
return
@@ -57,7 +57,7 @@
melee_damage_lower = 10
melee_damage_upper = 15
wound_bonus = -25
bare_wound_bonus = 45
exposed_wound_bonus = 45
sharpness = SHARP_EDGED
gold_core_spawnable = HOSTILE_SPAWN
faction = list(FACTION_HOSTILE)
@@ -23,7 +23,7 @@
melee_damage_lower = 15
melee_damage_upper = 15
wound_bonus = -5
bare_wound_bonus = 10 // BEAR wound bonus am i right
exposed_wound_bonus = 10 // BEAR wound bonus am i right
sharpness = SHARP_EDGED
attack_verb_continuous = "claws"
attack_verb_simple = "claw"
@@ -17,7 +17,7 @@
melee_damage_lower = 15
melee_damage_upper = 15
wound_bonus = -10
bare_wound_bonus = 0
exposed_wound_bonus = 0
sharpness = SHARP_EDGED
antag_type = /datum/antagonist/slaughter
@@ -28,7 +28,7 @@
var/slam_cooldown_time = 45 SECONDS
/// How many times we have hit humanoid targets since we last bloodcrawled, scaling wounding power
var/current_hitstreak = 0
/// How much both our wound_bonus and bare_wound_bonus go up per hitstreak hit
/// How much both our wound_bonus and exposed_wound_bonus go up per hitstreak hit
var/wound_bonus_per_hit = 5
/// How much our wound_bonus hitstreak bonus caps at (peak demonry)
var/wound_bonus_hitstreak_max = 12
@@ -62,7 +62,7 @@
// Reset our streaks
current_hitstreak = 0
wound_bonus = initial(wound_bonus)
bare_wound_bonus = initial(bare_wound_bonus)
exposed_wound_bonus = initial(exposed_wound_bonus)
/// Performs the classic slaughter demon bodyslam on the attack_target. Yeets them a screen away.
/mob/living/basic/demon/slaughter/proc/bodyslam(atom/attack_target)
@@ -114,7 +114,7 @@
current_hitstreak++
wound_bonus += wound_bonus_per_hit
bare_wound_bonus += wound_bonus_per_hit
exposed_wound_bonus += wound_bonus_per_hit
/// The laughter demon! It's everyone's best friend! It just wants to hug them so much, it wants to hug everyone at once!
/mob/living/basic/demon/slaughter/laughter
@@ -323,7 +323,7 @@
maximum_survivable_temperature = 700
unsuitable_cold_damage = 0
wound_bonus = 25
bare_wound_bonus = 50
exposed_wound_bonus = 50
sharpness = SHARP_EDGED
obj_damage = 60
web_speed = 0.25
@@ -231,7 +231,7 @@
melee_damage_lower = 15
melee_damage_upper = 15
wound_bonus = -10
bare_wound_bonus = 20
exposed_wound_bonus = 20
sharpness = SHARP_EDGED
obj_damage = 0
attack_verb_continuous = "cuts"
@@ -6,7 +6,7 @@
forced = FALSE,
spread_damage = FALSE,
wound_bonus = 0,
bare_wound_bonus = 0,
exposed_wound_bonus = 0,
sharpness = NONE,
attack_direction = null,
attacking_item,
@@ -43,7 +43,7 @@
forced = FALSE,
spread_damage = FALSE,
wound_bonus = 0,
bare_wound_bonus = 0,
exposed_wound_bonus = 0,
sharpness = NONE,
attack_direction = null,
attacking_item,
@@ -265,7 +265,7 @@
*
* It automatically updates health status
*/
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, updating_health = TRUE, required_bodytype, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = NONE)
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, updating_health = TRUE, required_bodytype, check_armor = FALSE, wound_bonus = 0, exposed_wound_bonus = 0, sharpness = NONE)
. = FALSE
if(HAS_TRAIT(src, TRAIT_GODMODE))
return
@@ -275,7 +275,7 @@
var/obj/item/bodypart/picked = pick(parts)
var/damage_calculator = picked.get_damage()
if(picked.receive_damage(abs(brute), abs(burn), check_armor ? run_armor_check(picked, (brute ? MELEE : burn ? FIRE : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
if(picked.receive_damage(abs(brute), abs(burn), check_armor ? run_armor_check(picked, (brute ? MELEE : burn ? FIRE : null)) : FALSE, wound_bonus = wound_bonus, exposed_wound_bonus = exposed_wound_bonus, sharpness = sharpness))
update_damage_overlays()
return (damage_calculator - picked.get_damage())
+7 -7
View File
@@ -12,7 +12,7 @@
* * forced - "Force" exactly the damage dealt. This means it skips damage modifier from blocked.
* * spread_damage - For carbons, spreads the damage across all bodyparts rather than just the targeted zone.
* * wound_bonus - Bonus modifier for wound chance.
* * bare_wound_bonus - Bonus modifier for wound chance on bare skin.
* * exposed_wound_bonus - Bonus modifier for wound chance on bare skin.
* * sharpness - Sharpness of the weapon.
* * attack_direction - Direction of the attack from the attacker to [src].
* * attacking_item - Item that is attacking [src].
@@ -28,7 +28,7 @@
forced = FALSE,
spread_damage = FALSE,
wound_bonus = 0,
bare_wound_bonus = 0,
exposed_wound_bonus = 0,
sharpness = NONE,
attack_direction = null,
attacking_item,
@@ -42,7 +42,7 @@
if(damage_amount <= 0)
return 0
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMAGE, damage_amount, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item, wound_clothing)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMAGE, damage_amount, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item, wound_clothing)
var/damage_dealt = 0
switch(damagetype)
@@ -55,7 +55,7 @@
burn = 0,
forced = forced,
wound_bonus = wound_bonus,
bare_wound_bonus = bare_wound_bonus,
exposed_wound_bonus = exposed_wound_bonus,
sharpness = sharpness,
attack_direction = attack_direction,
damage_source = attacking_item,
@@ -74,7 +74,7 @@
burn = damage_amount,
forced = forced,
wound_bonus = wound_bonus,
bare_wound_bonus = bare_wound_bonus,
exposed_wound_bonus = exposed_wound_bonus,
sharpness = sharpness,
attack_direction = attack_direction,
damage_source = attacking_item,
@@ -93,7 +93,7 @@
if(BRAIN)
damage_dealt = -1 * adjustOrganLoss(ORGAN_SLOT_BRAIN, damage_amount)
SEND_SIGNAL(src, COMSIG_MOB_AFTER_APPLY_DAMAGE, damage_dealt, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item, wound_clothing)
SEND_SIGNAL(src, COMSIG_MOB_AFTER_APPLY_DAMAGE, damage_dealt, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item, wound_clothing)
return damage_dealt
/**
@@ -505,7 +505,7 @@
updatehealth()
/// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, updating_health = TRUE, required_bodytype, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = NONE)
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, updating_health = TRUE, required_bodytype, check_armor = FALSE, wound_bonus = 0, exposed_wound_bonus = 0, sharpness = NONE)
. = (adjustBruteLoss(abs(brute), updating_health = FALSE) + adjustFireLoss(abs(burn), updating_health = FALSE))
if(!.) // no change, no need to update
return FALSE
+2 -2
View File
@@ -125,7 +125,7 @@
def_zone = def_zone,
blocked = min(ARMOR_MAX_BLOCK, armor_check), //cap damage reduction at 90%
wound_bonus = proj.wound_bonus,
bare_wound_bonus = proj.bare_wound_bonus,
exposed_wound_bonus = proj.exposed_wound_bonus,
sharpness = proj.sharpness,
attack_direction = get_dir(proj.starting, src),
attacking_item = proj,
@@ -437,7 +437,7 @@
def_zone = user.zone_selected,
blocked = armor_block,
wound_bonus = user.wound_bonus,
bare_wound_bonus = user.bare_wound_bonus,
exposed_wound_bonus = user.exposed_wound_bonus,
sharpness = user.sharpness,
attack_direction = get_dir(user, src),
)
@@ -147,7 +147,7 @@
///How much wounding power it has
var/wound_bonus = CANT_WOUND
///How much bare wounding power it has
var/bare_wound_bonus = 0
var/exposed_wound_bonus = 0
///If the attacks from this are sharp
var/sharpness = NONE
///Generic flags
+2 -2
View File
@@ -93,7 +93,7 @@
"embedding" = get_embed().create_copy(),
"armour_penetration" = armour_penetration,
"wound_bonus" = wound_bonus,
"bare_wound_bonus" = bare_wound_bonus,
"exposed_wound_bonus" = exposed_wound_bonus,
"demolition_mod" = demolition_mod,
)
@@ -309,7 +309,7 @@
attack_verb_simple = list("slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_POINTY
armour_penetration = 20
bare_wound_bonus = 10
exposed_wound_bonus = 10
item_flags = NO_BLOOD_ON_ITEM
light_system = OVERLAY_LIGHT
light_range = 1.5
@@ -65,8 +65,8 @@
loaded_projectile.wound_bonus += gun.projectile_wound_bonus
loaded_projectile.wound_bonus *= loaded_projectile.wound_bonus >= 0 ? 1 : 2 - integrity_mult
loaded_projectile.bare_wound_bonus += gun.projectile_wound_bonus
loaded_projectile.bare_wound_bonus *= loaded_projectile.bare_wound_bonus >= 0 ? 1 : 2 - integrity_mult
loaded_projectile.exposed_wound_bonus += gun.projectile_wound_bonus
loaded_projectile.exposed_wound_bonus *= loaded_projectile.exposed_wound_bonus >= 0 ? 1 : 2 - integrity_mult
if(tk_firing(user, fired_from))
loaded_projectile.ignore_source_check = TRUE
@@ -303,9 +303,9 @@
span_hear("You can hear sound of plastic shattering."))
if (poor_sod)
poor_sod.receive_damage((damage_to_take - atom_integrity) * 0.5, wound_bonus = -10, bare_wound_bonus = 20, sharpness = SHARP_EDGED, damage_source = src)
poor_sod.receive_damage((damage_to_take - atom_integrity) * 0.5, wound_bonus = -10, exposed_wound_bonus = 20, sharpness = SHARP_EDGED, damage_source = src)
else
user.take_bodypart_damage((damage_to_take - atom_integrity) * 0.5, wound_bonus = -10, bare_wound_bonus = 20, sharpness = SHARP_EDGED)
user.take_bodypart_damage((damage_to_take - atom_integrity) * 0.5, wound_bonus = -10, exposed_wound_bonus = 20, sharpness = SHARP_EDGED)
if (shrapnel_bomb)
var/obj/item/shrapnel/plastic/shrapnel = new(user.loc)
+2 -2
View File
@@ -262,7 +262,7 @@
var/damage_falloff_tile
/// How much we want to drop stamina damage (defined by the stamina variable) per tile as it travels through the air
var/stamina_falloff_tile
/// How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes
/// How much we want to drop both wound_bonus and exposed_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes
var/wound_falloff_tile
/// How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes
var/embed_falloff_tile
@@ -301,7 +301,7 @@
pixels_moved_last_tile -= ICON_SIZE_ALL
if(wound_falloff_tile && wound_bonus != CANT_WOUND)
wound_bonus += wound_falloff_tile
bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile)
exposed_wound_bonus = max(0, exposed_wound_bonus + wound_falloff_tile)
if(embed_falloff_tile && get_embed())
embed_data.embed_chance += embed_falloff_tile
if(damage_falloff_tile && damage >= 0)
+4 -4
View File
@@ -17,7 +17,7 @@
ricochet_chance = 80
reflectable = TRUE
wound_bonus = -20
bare_wound_bonus = 10
exposed_wound_bonus = 10
/obj/projectile/beam/laser
@@ -26,7 +26,7 @@
impact_type = /obj/effect/projectile/impact/laser
wound_bonus = -20
damage = 25
bare_wound_bonus = 40
exposed_wound_bonus = 40
/obj/projectile/beam/laser/carbine
icon_state = "carbine_laser"
@@ -102,7 +102,7 @@
icon_state = "scatterlaser"
damage = 7.5
wound_bonus = 5
bare_wound_bonus = 5
exposed_wound_bonus = 5
damage_falloff_tile = -0.45
wound_falloff_tile = -2.5
@@ -206,7 +206,7 @@
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
wound_bonus = -40
bare_wound_bonus = 70
exposed_wound_bonus = 70
/obj/projectile/beam/emitter/singularity_pull(atom/singularity, current_size)
return //don't want the emitters to miss
@@ -37,7 +37,7 @@
armor_flag = BOMB
speed = 0.8
wound_bonus = 30
bare_wound_bonus = 30
exposed_wound_bonus = 30
wound_falloff_tile = -4
fire_stacks = 3
@@ -84,7 +84,7 @@
LAZYADD(launched_items, iter_item)
else if(isliving(iter))
var/mob/living/incineratee = iter
incineratee.take_bodypart_damage(0, damage, check_armor = TRUE, wound_bonus=wound_bonus, bare_wound_bonus=bare_wound_bonus)
incineratee.take_bodypart_damage(0, damage, check_armor = TRUE, wound_bonus=wound_bonus, exposed_wound_bonus=exposed_wound_bonus)
incineratee.adjust_fire_stacks(fire_stacks)
#undef BACKBLAST_MAX_ITEM_KNOCKBACK
@@ -78,7 +78,7 @@
damage = 10
embed_type = /datum/embedding/bullet/junk/ripper
wound_bonus = 10
bare_wound_bonus = 30
exposed_wound_bonus = 30
/datum/embedding/bullet/junk/ripper
embed_chance = 100
@@ -44,7 +44,7 @@
sharpness = SHARP_EDGED
weak_against_armour = TRUE
wound_bonus = -40
bare_wound_bonus = 30
exposed_wound_bonus = 30
wound_falloff_tile = -8
/obj/projectile/bullet/incendiary/a7mm
@@ -20,7 +20,7 @@
ricochet_auto_aim_angle = 10
ricochet_auto_aim_range = 3
wound_bonus = -20
bare_wound_bonus = 10
exposed_wound_bonus = 10
embed_type = /datum/embedding/bullet/c38
embed_falloff_tile = -4
@@ -74,7 +74,7 @@
ricochets_max = 0
sharpness = SHARP_EDGED
wound_bonus = 20
bare_wound_bonus = 20
exposed_wound_bonus = 20
embed_type = /datum/embedding/bullet/c38/dumdum
wound_falloff_tile = -5
embed_falloff_tile = -15
@@ -47,7 +47,7 @@
damage = 60
armour_penetration = 50
wound_bonus = -20
bare_wound_bonus = 80
exposed_wound_bonus = 80
embed_type = /datum/embedding/harpoon
wound_falloff_tile = -5
shrapnel_type = null
@@ -71,7 +71,7 @@
dismemberment = 1 //because a 1 in 100 chance to just blow someones arm off is enough to be cool but also not enough to be reliable
armour_penetration = 10
wound_bonus = -20
bare_wound_bonus = 20
exposed_wound_bonus = 20
embed_type = /datum/embedding/rebar
embed_falloff_tile = -5
wound_falloff_tile = -2
@@ -96,7 +96,7 @@
dismemberment = 2 //It's a budget sniper rifle.
armour_penetration = 20 //A bit better versus armor. Gets past anti laser armor or a vest, but doesnt wound proc on sec armor.
wound_bonus = 10
bare_wound_bonus = 20
exposed_wound_bonus = 20
embed_falloff_tile = -3
embed_type = /datum/embedding/rebar_syndie
shrapnel_type = /obj/item/ammo_casing/rebar/syndie
@@ -121,7 +121,7 @@
eyeblur = 5
armour_penetration = 20 // not nearly as good, as its not as sharp.
wound_bonus = 10
bare_wound_bonus = 40
exposed_wound_bonus = 40
embed_type = /datum/embedding/rebar_zaukerite
embed_falloff_tile = 0 // very spiky.
shrapnel_type = /obj/item/ammo_casing/rebar/zaukerite
@@ -149,7 +149,7 @@
damage_type = BRUTE
armour_penetration = 30 //very pointy.
wound_bonus = -100
bare_wound_bonus = 0
exposed_wound_bonus = 0
shrapnel_type = /obj/item/ammo_casing/rebar/hydrogen
embed_type = /datum/embedding/rebar_hydrogen
embed_falloff_tile = -3
@@ -175,7 +175,7 @@
damage_type = BRUTE
armour_penetration = 100
wound_bonus = -100
bare_wound_bonus = -100
exposed_wound_bonus = -100
embed_type = null
embed_falloff_tile = -3
shrapnel_type = /obj/item/ammo_casing/rebar/healium
@@ -5,7 +5,7 @@
armour_penetration = 30
sharpness = SHARP_POINTY
wound_bonus = 0
bare_wound_bonus = 15
exposed_wound_bonus = 15
/obj/projectile/bullet/shotgun_slug/milspec
name = "12g shotgun milspec slug"
@@ -83,7 +83,7 @@
name = "buckshot pellet"
damage = 5
wound_bonus = 5
bare_wound_bonus = 5
exposed_wound_bonus = 5
speed = 1.1
wound_falloff_tile = -0.5 //We would very much like this to cause wounds despite the low damage, so the drop off is relatively slow
sharpness = SHARP_EDGED
@@ -95,7 +95,7 @@
/obj/projectile/bullet/pellet/shotgun_buckshot/old
damage_falloff_tile = -1
wound_bonus = -100
bare_wound_bonus = -100
exposed_wound_bonus = -100
/obj/projectile/bullet/pellet/shotgun_buckshot/milspec
name = "milspec buckshot pellet"
@@ -135,7 +135,7 @@
icon_state = "flechette"
damage = 2
wound_bonus = 5
bare_wound_bonus = 5
exposed_wound_bonus = 5
armour_penetration = 30
damage_falloff_tile = -0.2
wound_falloff_tile = -0.5
@@ -159,7 +159,7 @@
icon_state = "flechette_plastic"
damage = 1 // good god its awful
wound_bonus = 20 // but it WILL mulch you if you don't have armor.
bare_wound_bonus = 20
exposed_wound_bonus = 20
armour_penetration = 0
damage_falloff_tile = -0.1
wound_falloff_tile = -2
@@ -26,7 +26,7 @@
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
@@ -7,7 +7,7 @@
armour_penetration = 10
reflectable = NONE
wound_bonus = 0
bare_wound_bonus = 10
exposed_wound_bonus = 10
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
/obj/projectile/energy/inferno/on_hit(atom/target, blocked = 0, pierce_hit)
@@ -36,7 +36,7 @@
sharpness = SHARP_POINTY //it's a big ol' shard of ice
reflectable = NONE
wound_bonus = 0
bare_wound_bonus = 10
exposed_wound_bonus = 10
/obj/projectile/energy/cryo/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
@@ -192,7 +192,7 @@
"embedding" = embed_data,
"armour_penetration" = armour_penetration,
"wound_bonus" = wound_bonus,
"bare_wound_bonus" = bare_wound_bonus,
"exposed_wound_bonus" = exposed_wound_bonus,
"demolition_mod" = demolition_mod,
)
+5 -5
View File
@@ -146,7 +146,7 @@
/// Our current stored wound damage multiplier
var/wound_damage_multiplier = 1
/// This number is subtracted from all wound rolls on this bodypart, higher numbers mean more defense, negative means easier to wound
/// This number is added to the effective wound armor on this body part (as long as it isn't managled externally or internally), higher numbers mean more defense, negative means easier to wound
var/wound_resistance = 0
/// When this bodypart hits max damage, this number is added to all wound rolls. Obviously only relevant for bodyparts that have damage caps.
var/disabled_wound_penalty = 15
@@ -492,13 +492,13 @@
* update_health - Whether to update the owner's health from receiving the hit.
* required_bodytype - A bodytype flag requirement to get this damage (ex: BODYTYPE_ORGANIC)
* wound_bonus - Additional bonus chance to get a wound.
* bare_wound_bonus - Additional bonus chance to get a wound if the bodypart is naked.
* exposed_wound_bonus - Additional bonus chance to get a wound if the bodypart is naked.
* wound_clothing - If this should damage clothing.
* sharpness - Flag on whether the attack is edged or pointy
* attack_direction - The direction the bodypart is attacked from, used to send blood flying in the opposite direction.
* damage_source - The source of damage, typically a weapon.
*/
/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, blocked = 0, updating_health = TRUE, forced = FALSE, required_bodytype = null, wound_bonus = 0, bare_wound_bonus = 0, sharpness = NONE, attack_direction = null, damage_source, wound_clothing = TRUE)
/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, blocked = 0, updating_health = TRUE, forced = FALSE, required_bodytype = null, wound_bonus = 0, exposed_wound_bonus = 0, sharpness = NONE, attack_direction = null, damage_source, wound_clothing = TRUE)
SHOULD_CALL_PARENT(TRUE)
var/hit_percent = forced ? 1 : (100-blocked)/100
@@ -565,11 +565,11 @@
if(wounding_type == WOUND_PIERCE && !easy_dismember)
wounding_dmg *= 0.75 // piercing weapons pass along 75% of their wounding damage to the bone since it's more concentrated
wounding_type = WOUND_BLUNT
if ((dismemberable_by_wound() || dismemberable_by_total_damage()) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus))
if ((dismemberable_by_wound() || dismemberable_by_total_damage()) && try_dismember(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus))
return
// now we have our wounding_type and are ready to carry on with wounds and dealing the actual damage
if(wounding_dmg >= WOUND_MINIMUM_DAMAGE && wound_bonus != CANT_WOUND)
check_wounding(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus, attack_direction, damage_source = damage_source, wound_clothing = wound_clothing)
check_wounding(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus, attack_direction, damage_source = damage_source, wound_clothing = wound_clothing)
for(var/datum/wound/iter_wound as anything in wounds)
iter_wound.receive_damage(wounding_type, wounding_dmg, wound_bonus, damage_source)
@@ -170,9 +170,9 @@
* * wounding_type: Either WOUND_BLUNT, WOUND_SLASH, or WOUND_PIERCE, basically only matters for the dismember message
* * wounding_dmg: The damage of the strike that prompted this roll, higher damage = higher chance
* * wound_bonus: Not actually used right now, but maybe someday
* * bare_wound_bonus: ditto above
* * exposed_wound_bonus: ditto above
*/
/obj/item/bodypart/proc/try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)
/obj/item/bodypart/proc/try_dismember(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus)
if (!can_dismember())
return
+24 -22
View File
@@ -1,5 +1,5 @@
/// Allows us to roll for and apply a wound without actually dealing damage. Used for aggregate wounding power with pellet clouds
/obj/item/bodypart/proc/painless_wound_roll(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus, sharpness=NONE, wound_clothing)
/obj/item/bodypart/proc/painless_wound_roll(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus, sharpness=NONE, wound_clothing)
SHOULD_CALL_PARENT(TRUE)
if(!owner || wounding_dmg <= WOUND_MINIMUM_DAMAGE || wound_bonus == CANT_WOUND || HAS_TRAIT(owner, TRAIT_GODMODE))
@@ -32,9 +32,9 @@
if(wounding_type == WOUND_PIERCE && !easy_dismember)
wounding_dmg *= 0.75 // piercing weapons pass along 75% of their wounding damage to the bone since it's more concentrated
wounding_type = WOUND_BLUNT
if ((dismemberable_by_wound() || dismemberable_by_total_damage()) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus))
if ((dismemberable_by_wound() || dismemberable_by_total_damage()) && try_dismember(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus))
return
return check_wounding(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus, wound_clothing)
return check_wounding(wounding_type, wounding_dmg, wound_bonus, exposed_wound_bonus, wound_clothing)
/**
* check_wounding() is where we handle rolling for, selecting, and applying a wound if we meet the criteria
@@ -46,10 +46,10 @@
* * woundtype- Either WOUND_BLUNT, WOUND_SLASH, WOUND_PIERCE, or WOUND_BURN based on the attack type.
* * damage- How much damage is tied to this attack, since wounding potential scales with damage in an attack (see: WOUND_DAMAGE_EXPONENT)
* * wound_bonus- The wound_bonus of an attack
* * bare_wound_bonus- The bare_wound_bonus of an attack
* * exposed_wound_bonus- The exposed_wound_bonus of an attack
* * wound_clothing- If this should damage clothing.
*/
/obj/item/bodypart/proc/check_wounding(woundtype, damage, wound_bonus, bare_wound_bonus, attack_direction, damage_source, wound_clothing)
/obj/item/bodypart/proc/check_wounding(woundtype, damage, wound_bonus, exposed_wound_bonus, attack_direction, damage_source, wound_clothing)
SHOULD_CALL_PARENT(TRUE)
RETURN_TYPE(/datum/wound)
@@ -75,7 +75,7 @@
var/base_roll = rand(1, round(damage ** WOUND_DAMAGE_EXPONENT))
var/injury_roll = base_roll
injury_roll += check_woundings_mods(woundtype, damage, wound_bonus, bare_wound_bonus, wound_clothing)
injury_roll = check_woundings_mods(woundtype, injury_roll, damage, wound_bonus, exposed_wound_bonus, wound_clothing)
var/list/series_wounding_mods = check_series_wounding_mods()
if(injury_roll > WOUND_DISMEMBER_OUTRIGHT_THRESH && prob(get_damage() / max_damage * 100) && can_dismember())
@@ -88,14 +88,14 @@
var/datum/wound_pregen_data/pregen_data = GLOB.all_wound_pregen_data[type]
if (pregen_data.can_be_applied_to(src, list(woundtype), random_roll = TRUE))
possible_wounds[type] = pregen_data.get_weight(src, woundtype, damage, attack_direction, damage_source)
// quick re-check to see if bare_wound_bonus applies, for the benefit of log_wound(), see about getting the check from check_woundings_mods() somehow
// quick re-check to see if exposed_wound_bonus applies, for the benefit of log_wound(), see about getting the check from check_woundings_mods() somehow
if(ishuman(owner))
var/mob/living/carbon/human/human_wearer = owner
var/list/clothing = human_wearer.get_clothing_on_part(src)
for(var/obj/item/clothing/clothes_check as anything in clothing)
// unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary
if(clothes_check.get_armor_rating(WOUND))
bare_wound_bonus = 0
exposed_wound_bonus = 0
break
for (var/datum/wound/iterated_path as anything in possible_wounds)
@@ -149,7 +149,7 @@
new_wound = replaced_wound.replace_wound(new_wound, attack_direction = attack_direction)
else
new_wound.apply_wound(src, attack_direction = attack_direction, wound_source = damage_source)
log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll) // dismembering wounds are logged in the apply_wound() for loss wounds since they delete themselves immediately, these will be immediately returned
log_wound(owner, new_wound, damage, wound_bonus, exposed_wound_bonus, base_roll) // dismembering wounds are logged in the apply_wound() for loss wounds since they delete themselves immediately, these will be immediately returned
return new_wound
// try forcing a specific wound, but only if there isn't already a wound of that severity or greater for that type on this bodypart
@@ -236,18 +236,19 @@
/**
* check_wounding_mods() is where we handle the various modifiers of a wound roll
*
* A short list of things we consider: any armor a human target may be wearing, and if they have no wound armor on the limb, if we have a bare_wound_bonus to apply, plus the plain wound_bonus
* A short list of things we consider: any armor a human target may be wearing, and if they have no wound armor on the limb, and add the plain wound_bonus if there is any value to add
* We also flick through all of the wounds we currently have on this limb and add their threshold penalties, so that having lots of bad wounds makes you more liable to get hurt worse
* Lastly, we add the inherent wound_resistance variable the bodypart has (heads and chests are slightly harder to wound), and a small bonus if the limb is already disabled
* We add the inherent wound_resistance variable the bodypart has (heads and chests are slightly harder to wound) as an armor bonus unless the limb is mangled, and a small wound bonus if the limb is already disabled
* Once we have everything, we then check if we have acquired any armor. If so, reduce our value by the percentage value of that armour. If not, we add our exposed_wound_bonus as a final bonus to our roll.
*
* Arguments:
* * It's the same ones on [/obj/item/bodypart/proc/receive_damage]
* * It's the same ones on [/obj/item/bodypart/proc/receive_damage] except injury_roll, which is fed to this proc.
*/
/obj/item/bodypart/proc/check_woundings_mods(wounding_type, damage, wound_bonus, bare_wound_bonus, wound_clothing)
/obj/item/bodypart/proc/check_woundings_mods(wounding_type, injury_roll, damage, wound_bonus, exposed_wound_bonus, wound_clothing)
SHOULD_CALL_PARENT(TRUE)
var/armor_ablation = 0
var/injury_mod = 0
var/injury_mod = injury_roll
if(owner && ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
@@ -262,20 +263,21 @@
else if(wounding_type == WOUND_BURN)
clothes.take_damage_zone(body_zone, damage, BURN)
if(!armor_ablation)
injury_mod += bare_wound_bonus
injury_mod -= armor_ablation
injury_mod += wound_bonus
for(var/datum/wound/wound as anything in wounds)
injury_mod += wound.threshold_penalty
var/part_mod = -wound_resistance
if(get_damage() >= max_damage)
part_mod += disabled_wound_penalty
if(!get_mangled_state())
armor_ablation += wound_resistance
injury_mod += part_mod
if(get_damage() >= max_damage)
injury_mod += disabled_wound_penalty
if(!armor_ablation)
injury_mod += exposed_wound_bonus
else
injury_mod *= ((100 - armor_ablation) /100)
return injury_mod
+3 -3
View File
@@ -173,7 +173,7 @@
toolspeed = 1
sharpness = SHARP_POINTY
wound_bonus = 10
bare_wound_bonus = 10
exposed_wound_bonus = 10
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "drill_normal"
@@ -226,7 +226,7 @@
tool_behaviour = TOOL_SCALPEL
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
exposed_wound_bonus = 15
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "scalpel_normal"
var/list/alt_continuous = list("stabs", "pierces", "impales")
@@ -285,7 +285,7 @@
tool_behaviour = TOOL_SAW
toolspeed = 1
wound_bonus = 15
bare_wound_bonus = 10
exposed_wound_bonus = 10
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "saw_normal"
+1 -1
View File
@@ -36,7 +36,7 @@
sharpness = SHARP_EDGED
embed_type = /datum/embedding/janicart_key
wound_bonus = -1
bare_wound_bonus = 2
exposed_wound_bonus = 2
/datum/embedding/janicart_key
pain_mult = 1
+1 -1
View File
@@ -8,7 +8,7 @@
hitsound = 'sound/effects/hallucinations/growl1.ogg'
force = 21 // Just enough to break airlocks with melee attacks
wound_bonus = -30
bare_wound_bonus = 15
exposed_wound_bonus = 15
sharpness = SHARP_EDGED
/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)