diff --git a/code/__DEFINES/dcs/signals/signals_mob/signals_mob_main.dm b/code/__DEFINES/dcs/signals/signals_mob/signals_mob_main.dm
index e7408caa02a..2e11369e52d 100644
--- a/code/__DEFINES/dcs/signals/signals_mob/signals_mob_main.dm
+++ b/code/__DEFINES/dcs/signals/signals_mob/signals_mob_main.dm
@@ -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"
diff --git a/code/__DEFINES/wounds.dm b/code/__DEFINES/wounds.dm
index 1196d4a3d2d..cc1a6130b4c 100644
--- a/code/__DEFINES/wounds.dm
+++ b/code/__DEFINES/wounds.dm
@@ -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
diff --git a/code/__HELPERS/logging/attack.dm b/code/__HELPERS/logging/attack.dm
index f92ca49a0db..04e118bfe93 100644
--- a/code/__HELPERS/logging/attack.dm
+++ b/code/__HELPERS/logging/attack.dm
@@ -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")
diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm
index 0a92ea7091a..0322b2baaf6 100644
--- a/code/_onclick/item_attack.dm
+++ b/code/_onclick/item_attack.dm
@@ -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,
diff --git a/code/datums/components/curse_of_hunger.dm b/code/datums/components/curse_of_hunger.dm
index 36fa050a55e..5c1e2688224 100644
--- a/code/datums/components/curse_of_hunger.dm
+++ b/code/datums/components/curse_of_hunger.dm
@@ -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
diff --git a/code/datums/components/dart_insert.dm b/code/datums/components/dart_insert.dm
index c042ac85d50..9770de669b5 100644
--- a/code/datums/components/dart_insert.dm
+++ b/code/datums/components/dart_insert.dm
@@ -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))
diff --git a/code/datums/components/gunpoint.dm b/code/datums/components/gunpoint.dm
index 3699ee75b8c..59c70b852e3 100644
--- a/code/datums/components/gunpoint.dm
+++ b/code/datums/components/gunpoint.dm
@@ -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
diff --git a/code/datums/components/holographic_nature.dm b/code/datums/components/holographic_nature.dm
index 9f9dace845b..cc2ca51ce93 100644
--- a/code/datums/components/holographic_nature.dm
+++ b/code/datums/components/holographic_nature.dm
@@ -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()
diff --git a/code/datums/components/pellet_cloud.dm b/code/datums/components/pellet_cloud.dm
index 811563f57da..b69481c1f2b 100644
--- a/code/datums/components/pellet_cloud.dm
+++ b/code/datums/components/pellet_cloud.dm
@@ -113,7 +113,7 @@
// 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)
@@ -128,7 +128,7 @@
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)
@@ -250,7 +250,7 @@
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
diff --git a/code/datums/components/riding/riding_mob.dm b/code/datums/components/riding/riding_mob.dm
index 06c949b61df..e66c36d403a 100644
--- a/code/datums/components/riding/riding_mob.dm
+++ b/code/datums/components/riding/riding_mob.dm
@@ -694,7 +694,7 @@
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)
diff --git a/code/datums/embedding.dm b/code/datums/embedding.dm
index b83aa4d1430..8efed339bac 100644
--- a/code/datums/embedding.dm
+++ b/code/datums/embedding.dm
@@ -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,
)
diff --git a/code/datums/proximity_monitor/fields/heretic_arena.dm b/code/datums/proximity_monitor/fields/heretic_arena.dm
index 7259ea19286..59079c1673b 100644
--- a/code/datums/proximity_monitor/fields/heretic_arena.dm
+++ b/code/datums/proximity_monitor/fields/heretic_arena.dm
@@ -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,
diff --git a/code/datums/quirks/negative_quirks/glass_jaw.dm b/code/datums/quirks/negative_quirks/glass_jaw.dm
index 567753f6fee..2ea82b96c8e 100644
--- a/code/datums/quirks/negative_quirks/glass_jaw.dm
+++ b/code/datums/quirks/negative_quirks/glass_jaw.dm
@@ -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))
diff --git a/code/datums/status_effects/neutral.dm b/code/datums/status_effects/neutral.dm
index 673eb71a350..a10592c7311 100644
--- a/code/datums/status_effects/neutral.dm
+++ b/code/datums/status_effects/neutral.dm
@@ -23,7 +23,7 @@
def_zone,
blocked,
wound_bonus,
- bare_wound_bonus,
+ exposed_wound_bonus,
sharpness,
attack_direction,
attacking_item,
diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm
index 30c04976e01..5de64140dc9 100644
--- a/code/datums/wounds/bones.dm
+++ b/code/datums/wounds/bones.dm
@@ -16,6 +16,7 @@
wound_flags = (ACCEPTS_GAUZE | SPLINT_OVERLAY) // SKYRAT EDIT: MEDICAL -- Makes bone wounds have a splint overlay
default_scar_file = BONE_SCAR_FILE
+ threshold_penalty = 5
/// Have we been bone gel'd?
var/gelled
@@ -236,7 +237,7 @@
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"
@@ -377,7 +378,7 @@
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"
@@ -417,7 +418,7 @@
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
diff --git a/code/datums/wounds/burns.dm b/code/datums/wounds/burns.dm
index 305ce0adc14..9f3f4eac14e 100644
--- a/code/datums/wounds/burns.dm
+++ b/code/datums/wounds/burns.dm
@@ -13,6 +13,7 @@
name = "Burn (Flesh) Wound"
a_or_from = "from"
processes = TRUE
+ threshold_penalty = 15
default_scar_file = FLESH_SCAR_FILE
@@ -135,7 +136,7 @@
to_chat(victim, span_deadsay("Infection has just about completely claimed your [limb.plaintext_zone]!"))
if(0)
to_chat(victim, span_deadsay("The last of the nerve endings in your [limb.plaintext_zone] wither away, as the infection completely paralyzes your joint connector."))
- 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)
@@ -292,7 +293,7 @@
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"
@@ -320,7 +321,7 @@
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
@@ -351,7 +352,7 @@
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
diff --git a/code/datums/wounds/cranial_fissure.dm b/code/datums/wounds/cranial_fissure.dm
index 8e561cd346c..6cda116df21 100644
--- a/code/datums/wounds/cranial_fissure.dm
+++ b/code/datums/wounds/cranial_fissure.dm
@@ -6,7 +6,7 @@
wound_series = WOUND_SERIES_CRANIAL_FISSURE
- threshold_minimum = 150
+ threshold_minimum = 110
weight = 10
viable_zones = list(BODY_ZONE_HEAD)
diff --git a/code/datums/wounds/pierce.dm b/code/datums/wounds/pierce.dm
index a83974517ed..da4afc55fca 100644
--- a/code/datums/wounds/pierce.dm
+++ b/code/datums/wounds/pierce.dm
@@ -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)
diff --git a/code/datums/wounds/slash.dm b/code/datums/wounds/slash.dm
index 5a0b99a070a..b4ce894f1ac 100644
--- a/code/datums/wounds/slash.dm
+++ b/code/datums/wounds/slash.dm
@@ -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"
diff --git a/code/game/machinery/dna_infuser/organ_sets/roach_organs.dm b/code/game/machinery/dna_infuser/organ_sets/roach_organs.dm
index 744c2a34c87..2e28fd94d84 100644
--- a/code/game/machinery/dna_infuser/organ_sets/roach_organs.dm
+++ b/code/game/machinery/dna_infuser/organ_sets/roach_organs.dm
@@ -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))
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index ac991fa3835..d5525f5393c 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -1963,7 +1963,7 @@
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)
@@ -1971,7 +1971,7 @@
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)
@@ -2174,7 +2174,7 @@
DAMTYPE: [uppertext(damtype)]
FORCE: [force]
WOUND: [wound_bonus]
- BARE WOUND: [bare_wound_bonus]
+ BARE WOUND: [exposed_wound_bonus]
"}
diff --git a/code/game/objects/items/dualsaber.dm b/code/game/objects/items/dualsaber.dm
index 1b0ffaab204..b9394c856c8 100644
--- a/code/game/objects/items/dualsaber.dm
+++ b/code/game/objects/items/dualsaber.dm
@@ -30,9 +30,9 @@
armor_type = /datum/armor/item_dualsaber
resistance_flags = FIRE_PROOF
wound_bonus = -10
- bare_wound_bonus = 20
- special_desc_requirement = EXAMINE_CHECK_SYNDICATE_TOY // Skyrat edit
- special_desc = "A double bladed energy sword employed by the Syndicate in raids" // Skyrat edit
+ exposed_wound_bonus = 20
+ special_desc_requirement = EXAMINE_CHECK_SYNDICATE_TOY // BUBBER EDIT ADDITION
+ special_desc = "A double bladed energy sword employed by the Syndicate in raids" // BUBBER EDIT ADDITION
demolition_mod = 1.5 //1.5x damage to objects, robots, etc.
item_flags = NO_BLOOD_ON_ITEM
var/w_class_on = WEIGHT_CLASS_BULKY
diff --git a/code/game/objects/items/fireaxe.dm b/code/game/objects/items/fireaxe.dm
index d09bb1f162e..ed88848ea6d 100644
--- a/code/game/objects/items/fireaxe.dm
+++ b/code/game/objects/items/fireaxe.dm
@@ -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
diff --git a/code/game/objects/items/hand_items.dm b/code/game/objects/items/hand_items.dm
index 1f6e888394c..30d161098e7 100644
--- a/code/game/objects/items/hand_items.dm
+++ b/code/game/objects/items/hand_items.dm
@@ -701,7 +701,7 @@
armour_penetration = 0
damage = 25
wound_bonus = -20
- bare_wound_bonus = 40
+ exposed_wound_bonus = 40
silent_blown = TRUE
/obj/projectile/kiss/french
diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm
index 88e790a4b6b..bea9ebc969e 100644
--- a/code/game/objects/items/kitchen.dm
+++ b/code/game/objects/items/kitchen.dm
@@ -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!"))
diff --git a/code/game/objects/items/knives.dm b/code/game/objects/items/knives.dm
index d0747600cd9..4f34b4cf4f4 100644
--- a/code/game/objects/items/knives.dm
+++ b/code/game/objects/items/knives.dm
@@ -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)
diff --git a/code/game/objects/items/melee/baton.dm b/code/game/objects/items/melee/baton.dm
index 157ef363339..714d35b2dde 100644
--- a/code/game/objects/items/melee/baton.dm
+++ b/code/game/objects/items/melee/baton.dm
@@ -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"))
diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm
index 7e619c39396..e2cdef96266 100644
--- a/code/game/objects/items/melee/energy.dm
+++ b/code/game/objects/items/melee/energy.dm
@@ -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
diff --git a/code/game/objects/items/melee/misc.dm b/code/game/objects/items/melee/misc.dm
index 6d39c257e8c..b4450b10f8f 100644
--- a/code/game/objects/items/melee/misc.dm
+++ b/code/game/objects/items/melee/misc.dm
@@ -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)
. = ..()
@@ -194,7 +194,7 @@
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)
. = ..()
diff --git a/code/game/objects/items/shrapnel.dm b/code/game/objects/items/shrapnel.dm
index eb69de6687c..1b915935747 100644
--- a/code/game/objects/items/shrapnel.dm
+++ b/code/game/objects/items/shrapnel.dm
@@ -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
diff --git a/code/game/objects/items/spear.dm b/code/game/objects/items/spear.dm
index ee84f9a8dd3..66fe770733d 100644
--- a/code/game/objects/items/spear.dm
+++ b/code/game/objects/items/spear.dm
@@ -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
@@ -109,7 +109,7 @@
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"
@@ -219,7 +219,7 @@
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
diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm
index a9269aa6436..f2252e5a776 100644
--- a/code/game/objects/items/tools/crowbar.dm
+++ b/code/game/objects/items/tools/crowbar.dm
@@ -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
diff --git a/code/game/objects/items/tools/weldingtool.dm b/code/game/objects/items/tools/weldingtool.dm
index c37bad579f0..49f990c75fc 100644
--- a/code/game/objects/items/tools/weldingtool.dm
+++ b/code/game/objects/items/tools/weldingtool.dm
@@ -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
diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm
index 5b29921438a..c0c7f060805 100644
--- a/code/game/objects/items/weaponry.dm
+++ b/code/game/objects/items/weaponry.dm
@@ -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))
diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm
index fcd618dda70..458c5e8ce4a 100644
--- a/code/game/objects/objs.dm
+++ b/code/game/objects/objs.dm
@@ -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.
diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm
index 6fd74ecaac5..2ffeb37c226 100644
--- a/code/game/objects/structures.dm
+++ b/code/game/objects/structures.dm
@@ -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)
diff --git a/code/modules/admin/view_variables/topic.dm b/code/modules/admin/view_variables/topic.dm
index e259b75edfc..31b8eebe679 100644
--- a/code/modules/admin/view_variables/topic.dm
+++ b/code/modules/admin/view_variables/topic.dm
@@ -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])")
diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm
index e639f5f9ae7..47875b0aeb4 100644
--- a/code/modules/antagonists/changeling/powers/mutations.dm
+++ b/code/modules/antagonists/changeling/powers/mutations.dm
@@ -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
diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm
index b180001663d..3c8dd7a01fb 100644
--- a/code/modules/antagonists/cult/cult_items.dm
+++ b/code/modules/antagonists/cult/cult_items.dm
@@ -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
diff --git a/code/modules/antagonists/heretic/items/heretic_blades.dm b/code/modules/antagonists/heretic/items/heretic_blades.dm
index 198ff5d469f..51de634ff43 100644
--- a/code/modules/antagonists/heretic/items/heretic_blades.dm
+++ b/code/modules/antagonists/heretic/items/heretic_blades.dm
@@ -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"
diff --git a/code/modules/antagonists/heretic/knowledge/side_void_blade.dm b/code/modules/antagonists/heretic/knowledge/side_void_blade.dm
index 162aeebe240..86c0fd527ee 100644
--- a/code/modules/antagonists/heretic/knowledge/side_void_blade.dm
+++ b/code/modules/antagonists/heretic/knowledge/side_void_blade.dm
@@ -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
diff --git a/code/modules/antagonists/nightmare/nightmare_equipment.dm b/code/modules/antagonists/nightmare/nightmare_equipment.dm
index 535e11854bf..56591e13748 100644
--- a/code/modules/antagonists/nightmare/nightmare_equipment.dm
+++ b/code/modules/antagonists/nightmare/nightmare_equipment.dm
@@ -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
diff --git a/code/modules/antagonists/voidwalker/voidwalker_void_eater.dm b/code/modules/antagonists/voidwalker/voidwalker_void_eater.dm
index 44fbc63c850..8d04b6a0089 100644
--- a/code/modules/antagonists/voidwalker/voidwalker_void_eater.dm
+++ b/code/modules/antagonists/voidwalker/voidwalker_void_eater.dm
@@ -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
diff --git a/code/modules/clothing/head/cakehat.dm b/code/modules/clothing/head/cakehat.dm
index 8a389cbf812..cbbb02b4f0d 100644
--- a/code/modules/clothing/head/cakehat.dm
+++ b/code/modules/clothing/head/cakehat.dm
@@ -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
diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm
index a772f4c474b..c6622fe1e88 100644
--- a/code/modules/clothing/head/jobs.dm
+++ b/code/modules/clothing/head/jobs.dm
@@ -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. Was."
diff --git a/code/modules/fishing/fish/_fish.dm b/code/modules/fishing/fish/_fish.dm
index cf0f441541c..e6b9bfe8ef5 100644
--- a/code/modules/fishing/fish/_fish.dm
+++ b/code/modules/fishing/fish/_fish.dm
@@ -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)
diff --git a/code/modules/fishing/fish/types/rift.dm b/code/modules/fishing/fish/types/rift.dm
index af21edb3f78..38da61dff65 100644
--- a/code/modules/fishing/fish/types/rift.dm
+++ b/code/modules/fishing/fish/types/rift.dm
@@ -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()
diff --git a/code/modules/fishing/fish/types/saltwater.dm b/code/modules/fishing/fish/types/saltwater.dm
index cf8e0650dba..522befdeb50 100644
--- a/code/modules/fishing/fish/types/saltwater.dm
+++ b/code/modules/fishing/fish/types/saltwater.dm
@@ -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
diff --git a/code/modules/fishing/fish/types/syndicate.dm b/code/modules/fishing/fish/types/syndicate.dm
index bd8801f639a..83147031c4d 100644
--- a/code/modules/fishing/fish/types/syndicate.dm
+++ b/code/modules/fishing/fish/types/syndicate.dm
@@ -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
diff --git a/code/modules/jobs/job_types/chaplain/chaplain_nullrod.dm b/code/modules/jobs/job_types/chaplain/chaplain_nullrod.dm
index cc642d1d750..6f64e7b9eb8 100644
--- a/code/modules/jobs/job_types/chaplain/chaplain_nullrod.dm
+++ b/code/modules/jobs/job_types/chaplain/chaplain_nullrod.dm
@@ -558,7 +558,7 @@ means that you'll be forced to move carefully while it's on. Fits in pockets, an
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)
@@ -799,7 +799,7 @@ means that you'll be forced to move carefully while it's on. Fits in pockets, an
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
@@ -938,6 +938,6 @@ means that you'll be forced to move carefully while it's on. Fits in pockets, an
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)
diff --git a/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm b/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm
index 7cf4895224b..57a786bd20d 100644
--- a/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm
+++ b/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm
@@ -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.
diff --git a/code/modules/mining/lavaland/mining_loot/cursed_katana.dm b/code/modules/mining/lavaland/mining_loot/cursed_katana.dm
index f30454a3f2f..3f267695805 100644
--- a/code/modules/mining/lavaland/mining_loot/cursed_katana.dm
+++ b/code/modules/mining/lavaland/mining_loot/cursed_katana.dm
@@ -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
diff --git a/code/modules/mining/lavaland/mining_loot/megafauna/bubblegum.dm b/code/modules/mining/lavaland/mining_loot/megafauna/bubblegum.dm
index 009ebdc5318..2068bfc4d27 100644
--- a/code/modules/mining/lavaland/mining_loot/megafauna/bubblegum.dm
+++ b/code/modules/mining/lavaland/mining_loot/megafauna/bubblegum.dm
@@ -150,7 +150,7 @@
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
@@ -339,7 +339,7 @@
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
diff --git a/code/modules/mining/lavaland/mining_loot/megafauna/legion.dm b/code/modules/mining/lavaland/mining_loot/megafauna/legion.dm
index 5154488df72..9f640102edf 100644
--- a/code/modules/mining/lavaland/mining_loot/megafauna/legion.dm
+++ b/code/modules/mining/lavaland/mining_loot/megafauna/legion.dm
@@ -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
diff --git a/code/modules/mob/living/basic/basic.dm b/code/modules/mob/living/basic/basic.dm
index 83355d8fad4..fcd9626de3b 100644
--- a/code/modules/mob/living/basic/basic.dm
+++ b/code/modules/mob/living/basic/basic.dm
@@ -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
diff --git a/code/modules/mob/living/basic/lavaland/goliath/goliath.dm b/code/modules/mob/living/basic/lavaland/goliath/goliath.dm
index 9e3f271c528..e1e55052edc 100644
--- a/code/modules/mob/living/basic/lavaland/goliath/goliath.dm
+++ b/code/modules/mob/living/basic/lavaland/goliath/goliath.dm
@@ -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
diff --git a/code/modules/mob/living/basic/pets/dog/dog_subtypes.dm b/code/modules/mob/living/basic/pets/dog/dog_subtypes.dm
index fa9dffb0f10..b4a0dc3ad2a 100644
--- a/code/modules/mob/living/basic/pets/dog/dog_subtypes.dm
+++ b/code/modules/mob/living/basic/pets/dog/dog_subtypes.dm
@@ -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)
diff --git a/code/modules/mob/living/basic/space_fauna/bear/_bear.dm b/code/modules/mob/living/basic/space_fauna/bear/_bear.dm
index c198d47c196..a85f4cab814 100644
--- a/code/modules/mob/living/basic/space_fauna/bear/_bear.dm
+++ b/code/modules/mob/living/basic/space_fauna/bear/_bear.dm
@@ -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"
diff --git a/code/modules/mob/living/basic/space_fauna/demon/demon_subtypes.dm b/code/modules/mob/living/basic/space_fauna/demon/demon_subtypes.dm
index add0ba237f8..a96af0fd952 100644
--- a/code/modules/mob/living/basic/space_fauna/demon/demon_subtypes.dm
+++ b/code/modules/mob/living/basic/space_fauna/demon/demon_subtypes.dm
@@ -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
diff --git a/code/modules/mob/living/basic/space_fauna/spider/giant_spider/giant_spiders.dm b/code/modules/mob/living/basic/space_fauna/spider/giant_spider/giant_spiders.dm
index 71976223b29..68629154ab6 100644
--- a/code/modules/mob/living/basic/space_fauna/spider/giant_spider/giant_spiders.dm
+++ b/code/modules/mob/living/basic/space_fauna/spider/giant_spider/giant_spiders.dm
@@ -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
diff --git a/code/modules/mob/living/basic/trooper/syndicate.dm b/code/modules/mob/living/basic/trooper/syndicate.dm
index 5aedfaec494..37a81219152 100644
--- a/code/modules/mob/living/basic/trooper/syndicate.dm
+++ b/code/modules/mob/living/basic/trooper/syndicate.dm
@@ -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"
diff --git a/code/modules/mob/living/carbon/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm
index c83fcacb510..cb10924be78 100644
--- a/code/modules/mob/living/carbon/damage_procs.dm
+++ b/code/modules/mob/living/carbon/damage_procs.dm
@@ -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())
diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm
index e632eea4678..3295b5824a2 100644
--- a/code/modules/mob/living/damage_procs.dm
+++ b/code/modules/mob/living/damage_procs.dm
@@ -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,
@@ -45,7 +45,7 @@
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)
@@ -58,7 +58,7 @@
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,
@@ -78,7 +78,7 @@
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,
@@ -98,7 +98,7 @@
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
/**
@@ -510,7 +510,7 @@
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
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 95696b88df4..9aef3cb2d77 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -127,7 +127,7 @@
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,
@@ -444,7 +444,7 @@
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),
)
diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm
index a33d685dd6c..e330a256e50 100644
--- a/code/modules/mob/living/simple_animal/simple_animal.dm
+++ b/code/modules/mob/living/simple_animal/simple_animal.dm
@@ -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
diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm
index 63fc7a1cf16..b9a97778f1a 100644
--- a/code/modules/paperwork/pen.dm
+++ b/code/modules/paperwork/pen.dm
@@ -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
diff --git a/code/modules/projectiles/ammunition/_firing.dm b/code/modules/projectiles/ammunition/_firing.dm
index 841c101a9c1..ea17cbe4839 100644
--- a/code/modules/projectiles/ammunition/_firing.dm
+++ b/code/modules/projectiles/ammunition/_firing.dm
@@ -66,8 +66,8 @@
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
diff --git a/code/modules/projectiles/guns/ballistic/pistol.dm b/code/modules/projectiles/guns/ballistic/pistol.dm
index a436f582a2f..71044559067 100644
--- a/code/modules/projectiles/guns/ballistic/pistol.dm
+++ b/code/modules/projectiles/guns/ballistic/pistol.dm
@@ -307,9 +307,9 @@
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)
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 75d981d0ab4..f4f045bebe9 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -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
@@ -305,7 +305,7 @@
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)
diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm
index 2b3dcf0bf96..c49bbffaa0b 100644
--- a/code/modules/projectiles/projectile/beams.dm
+++ b/code/modules/projectiles/projectile/beams.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/bullets/_incendiary.dm b/code/modules/projectiles/projectile/bullets/_incendiary.dm
index d5c4dc93c5b..0e3b0250b4a 100644
--- a/code/modules/projectiles/projectile/bullets/_incendiary.dm
+++ b/code/modules/projectiles/projectile/bullets/_incendiary.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/bullets/junk.dm b/code/modules/projectiles/projectile/bullets/junk.dm
index a49d7aae4ba..35203e9ab66 100644
--- a/code/modules/projectiles/projectile/bullets/junk.dm
+++ b/code/modules/projectiles/projectile/bullets/junk.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/bullets/lmg.dm b/code/modules/projectiles/projectile/bullets/lmg.dm
index 5601df06dd5..03334155584 100644
--- a/code/modules/projectiles/projectile/bullets/lmg.dm
+++ b/code/modules/projectiles/projectile/bullets/lmg.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/bullets/revolver.dm b/code/modules/projectiles/projectile/bullets/revolver.dm
index eae624c0f66..09264fdb964 100644
--- a/code/modules/projectiles/projectile/bullets/revolver.dm
+++ b/code/modules/projectiles/projectile/bullets/revolver.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/bullets/rifle.dm b/code/modules/projectiles/projectile/bullets/rifle.dm
index da216b6a8fd..48dde5a8dde 100644
--- a/code/modules/projectiles/projectile/bullets/rifle.dm
+++ b/code/modules/projectiles/projectile/bullets/rifle.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/bullets/shotgun.dm b/code/modules/projectiles/projectile/bullets/shotgun.dm
index cf53f148681..81f0f1d9f42 100644
--- a/code/modules/projectiles/projectile/bullets/shotgun.dm
+++ b/code/modules/projectiles/projectile/bullets/shotgun.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/bullets/smg.dm b/code/modules/projectiles/projectile/bullets/smg.dm
index ce78abf0662..38280b6f91e 100644
--- a/code/modules/projectiles/projectile/bullets/smg.dm
+++ b/code/modules/projectiles/projectile/bullets/smg.dm
@@ -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
diff --git a/code/modules/projectiles/projectile/energy/thermal.dm b/code/modules/projectiles/projectile/energy/thermal.dm
index dbe78c70f5a..a6d74c571cf 100644
--- a/code/modules/projectiles/projectile/energy/thermal.dm
+++ b/code/modules/projectiles/projectile/energy/thermal.dm
@@ -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)
. = ..()
diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm
index ae3500a8072..2fc011246f7 100644
--- a/code/modules/reagents/reagent_containers/syringes.dm
+++ b/code/modules/reagents/reagent_containers/syringes.dm
@@ -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,
)
diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm
index 39e6ea61113..ed8fe3be5ca 100644
--- a/code/modules/surgery/bodyparts/_bodyparts.dm
+++ b/code/modules/surgery/bodyparts/_bodyparts.dm
@@ -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
@@ -496,13 +496,13 @@
* 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
@@ -569,24 +569,16 @@
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)
- //SKYRAT EDIT ADDITION - MEDICAL
- //This makes it so the more damaged bodyparts are, the more likely they are to get wounds
- //However, this bonus isn't applied when the object doesn't pass the initial wound threshold, nor is it when it already has enough wounding dmg
- /* if(wounding_dmg < DAMAGED_BODYPART_BONUS_WOUNDING_BONUS) // BUBBER EDIT REMOVAL
- var/damaged_percent = (brute_dam + burn_dam) / max_damage
- if(damaged_percent > DAMAGED_BODYPART_BONUS_WOUNDING_THRESHOLD)
- damaged_percent = DAMAGED_BODYPART_BONUS_WOUNDING_THRESHOLD
- wounding_dmg = min(DAMAGED_BODYPART_BONUS_WOUNDING_BONUS, wounding_dmg + (damaged_percent * DAMAGED_BODYPART_BONUS_WOUNDING_COEFF))
- */// BUBBER EDIT REMOVAL
- if (istype(current_gauze, /obj/item/stack/medical/gauze))
+ // BUBBER EDIT ADDITION BEGIN - MEDICAL
+ if(istype(current_gauze, /obj/item/stack/medical/gauze))
var/obj/item/stack/medical/gauze/our_gauze = current_gauze
our_gauze.get_hit()
- //SKYRAT EDIT ADDITION END - MEDICAL
- check_wounding(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus, attack_direction, damage_source = damage_source, wound_clothing = wound_clothing)
+ // BUBBER EDIT ADDITION END - MEDICAL
+ 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)
diff --git a/code/modules/surgery/bodyparts/dismemberment.dm b/code/modules/surgery/bodyparts/dismemberment.dm
index a4eef854a11..c09800ae413 100644
--- a/code/modules/surgery/bodyparts/dismemberment.dm
+++ b/code/modules/surgery/bodyparts/dismemberment.dm
@@ -178,9 +178,9 @@
* * 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
diff --git a/code/modules/surgery/bodyparts/wounds.dm b/code/modules/surgery/bodyparts/wounds.dm
index 00542eba8fb..7e16258dec9 100644
--- a/code/modules/surgery/bodyparts/wounds.dm
+++ b/code/modules/surgery/bodyparts/wounds.dm
@@ -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(damage_source && injury_roll > WOUND_DISMEMBER_OUTRIGHT_THRESH && prob(get_damage() / max_damage * 100) && can_dismember()) //BUBBERSTATION CHANGE: You can only dismember with melee weapons.
@@ -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
diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm
index 113b9a0198a..e4fb10b544d 100644
--- a/code/modules/surgery/tools.dm
+++ b/code/modules/surgery/tools.dm
@@ -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"
diff --git a/code/modules/vehicles/vehicle_key.dm b/code/modules/vehicles/vehicle_key.dm
index 97541c37ae6..783c2baf4a5 100644
--- a/code/modules/vehicles/vehicle_key.dm
+++ b/code/modules/vehicles/vehicle_key.dm
@@ -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
diff --git a/code/modules/zombie/items.dm b/code/modules/zombie/items.dm
index 74ecdf5213f..71d3d6169a6 100644
--- a/code/modules/zombie/items.dm
+++ b/code/modules/zombie/items.dm
@@ -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)