regexes damage and wound types (#6735)

Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
This commit is contained in:
silicons
2024-09-09 15:13:34 -06:00
committed by GitHub
parent 40ddbc3e86
commit e6f972666c
163 changed files with 607 additions and 641 deletions
+1 -1
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@@ -50,7 +50,7 @@
var/mob/living/L = target
if(damage)
msg += "[user] [sharp? "impales" : "slams into"] [target] [sharp? "on" : "with"] their [parent]"
target.apply_damage(damage, BRUTE, user.zone_sel, 0)
target.apply_damage(damage, DAMAGE_TYPE_BRUTE, user.zone_sel, 0)
if(prob(knockdown_chance))
msg += " and knocks [target] [target_buckled? "off of [target.buckled]" : "down"]"
if(target_buckled)
+1 -1
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@@ -64,7 +64,7 @@
/// ratio [0, INFINITY] of inbound damage to convert to another type
var/block_transmute = 0
/// damage type to transmute to
var/block_transmute_type = HALLOSS
var/block_transmute_type = DAMAGE_TYPE_HALLOSS
/// damage flag the transmuted damage counts as; null = inherit from attack
///
/// * only used if block_transmute_simulation is on