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wounds
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@@ -1,5 +1,5 @@
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#define WOUND_DAMAGE_EXPONENT 1.225
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#define WOUND_DAMAGE_EXPONENT 1.2
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/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
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/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
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#define WOUND_MINIMUM_DAMAGE 5
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#define WOUND_MINIMUM_DAMAGE 5
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@@ -538,6 +538,12 @@
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//wound config stuff (increases the max injury roll, making injuries more likely)
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//wound config stuff (increases the max injury roll, making injuries more likely)
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/datum/config_entry/number/wound_exponent
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/datum/config_entry/number/wound_exponent
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config_entry_value = 1.225
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config_entry_value = WOUND_DAMAGE_EXPONENT
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min_val = 0
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integer = FALSE
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//adds a set amount to any injury rolls on a limb using get_damage() multiplied by this number
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/datum/config_entry/number/wound_damage_multiplier
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config_entry_value = 0.333
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min_val = 0
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min_val = 0
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integer = FALSE
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integer = FALSE
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@@ -355,7 +355,7 @@
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else
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else
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damage = min(damage, WOUND_MAX_CONSIDERED_DAMAGE)
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damage = min(damage, WOUND_MAX_CONSIDERED_DAMAGE)
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var/base_roll = rand(max(damage/1.5,25), round(damage ** CONFIG_GET(number/wound_exponent)))
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var/base_roll = rand(max(damage/1.5,25), round(damage ** CONFIG_GET(number/wound_exponent))) + (get_damage()*CONFIG_GET(number/wound_damage_multiplier))
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var/injury_roll = base_roll
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var/injury_roll = base_roll
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injury_roll += check_woundings_mods(woundtype, damage, wound_bonus, bare_wound_bonus)
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injury_roll += check_woundings_mods(woundtype, damage, wound_bonus, bare_wound_bonus)
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var/list/wounds_checking = GLOB.global_wound_types[woundtype]
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var/list/wounds_checking = GLOB.global_wound_types[woundtype]
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