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Armor protection rates are now handled by checking the var I added to obj/item/clothing instead of static percentile chances in the robusting code. What this means for the future is armors that differ in more than just bodyparts protected. Currently, all armors/helmets are running off the same set of protective values, which are roughly identical to the old hardcoded ones. a future phase will juggle these numbers around. What this means for right now: *Melee attacks to the chest/groin are slightly more likely to succeed than before. (80%-force block chance instead of 90%-force) *Bullets are slightly more likely to penetrate armor than before. (60% block/30% partial instead of 70%/40%) *Alien spit/e-crossbow bolts have a 10% chance of being blocked by armor. Lasers/Pulse Rifles/Tasers have unchanged values, as do melee head/arm/leg/hand/foot shots. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1561 316c924e-a436-60f5-8080-3fe189b3f50e