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[MIRROR] Medical Adjustments (#10604)
Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -386,7 +386,9 @@
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var/modifed_burn = burn
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// Let's calculate how INJURED our limb is accounting for AFTER the damage we just took. Determines the chance the next attack will take our limb off!
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var/damage_factor = ((max_damage*CONFIG_GET(number/organ_health_multiplier))/(brute_dam + burn_dam))*100
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var/damage_factor = ((brute_dam + burn_dam)/(max_damage*CONFIG_GET(number/organ_health_multiplier)))*100
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if(brute_dam > max_damage || burn_dam > max_damage) //This is in case we go OVER our max. This doesn't EVER happen except on VITAL organs.
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damage_factor = 100
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// Max_damage of 80 and brute_dam of 80? || Factor = 100 Max_damage of 80 and brute_dam of 40? Factor = 50 || Max_damage of 80 and brute_dam of 5? Factor = 5
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// This lowers our chances of having our limb removed when it has less damage. The more damaged the limb, the higher the chance it falls off!
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@@ -1143,7 +1145,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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span_danger("You hear a sickening crack.")),brokenpain)
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//CHOMPEdit End
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owner.emote("scream")
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jostle_bone() //VOREStation Edit End
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jostle_bone()
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if(istype(owner.loc, /obj/belly)) //CHOMPedit, bone breaks in bellys should be whisper range to prevent bar wide blender prefbreak. This is a hacky passive hardcode, if a pref gets added, remove this if else
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playsound(src, "fracture", 90, 1, -6.5)
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