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Merge pull request #3266 from Anewbe/scratch_damage
Armor soak now caps at 80% of incoming damage
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@@ -245,10 +245,6 @@ emp_act
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var/soaked = get_armor_soak(hit_zone, "melee", I.armor_penetration)
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if(soaked >= effective_force)
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src << "Your armor absorbs the force of [I.name]!"
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return
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var/blocked = run_armor_check(hit_zone, "melee", I.armor_penetration, "Your armor has protected your [affecting.name].", "Your armor has softened the blow to your [affecting.name].")
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standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
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@@ -266,9 +262,8 @@ emp_act
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for(var/obj/item/clothing/C in clothing)
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C.clothing_impact(I, effective_force)
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if(soaked >= effective_force)
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return 0
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if(soaked >= round(effective_force*0.8))
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effective_force -= round(effective_force*0.8)
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// Handle striking to cripple.
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if(user.a_intent == I_DISARM)
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effective_force *= 0.5 //reduced effective force...
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@@ -329,12 +324,15 @@ emp_act
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return 1
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/mob/living/carbon/human/proc/attack_joint(var/obj/item/organ/external/organ, var/obj/item/W, var/effective_force, var/dislocate_mult, var/blocked, var/soaked)
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if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100 || soaked > effective_force)
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if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100)
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return 0
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if(W.damtype != BRUTE)
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return 0
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if(soaked >= round(effective_force*0.8))
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effective_force -= round(effective_force*0.8)
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//want the dislocation chance to be such that the limb is expected to dislocate after dealing a fraction of the damage needed to break the limb
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var/dislocate_chance = effective_force/(dislocate_mult * organ.min_broken_damage * config.organ_health_multiplier)*100
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if(prob(dislocate_chance * (100 - blocked)/100))
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@@ -11,10 +11,13 @@
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
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if(Debug2)
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world.log << "## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]."
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if(!damage || (blocked >= 100) || soaked >= damage)
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if(!damage || (blocked >= 100))
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return 0
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if(soaked)
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damage -= soaked
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if(soaked >= round(damage*0.8))
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damage -= round(damage*0.8)
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else
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damage -= soaked
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blocked = (100-blocked)/100
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switch(damagetype)
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if(BRUTE)
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@@ -107,6 +107,11 @@
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var/absorb = run_armor_check(def_zone, P.check_armour, P.armor_penetration)
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var/proj_sharp = is_sharp(P)
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var/proj_edge = has_edge(P)
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if ((proj_sharp || proj_edge) && (soaked >= round(P.damage*0.8)))
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proj_sharp = 0
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proj_edge = 0
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if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.check_armour)))
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proj_sharp = 0
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proj_edge = 0
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@@ -167,13 +172,11 @@
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var/soaked = get_armor_soak(hit_zone, "melee")
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var/blocked = run_armor_check(hit_zone, "melee")
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//If the armor absorbs all of the damage, skip the damage calculation and the blood
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if(!(soaked > effective_force))
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standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
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standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
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if(I.damtype == BRUTE && prob(33)) // Added blood for whacking non-humans too
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var/turf/simulated/location = get_turf(src)
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if(istype(location)) location.add_blood_floor(src)
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if(I.damtype == BRUTE && prob(33)) // Added blood for whacking non-humans too
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var/turf/simulated/location = get_turf(src)
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if(istype(location)) location.add_blood_floor(src)
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return blocked
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@@ -186,13 +189,14 @@
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if(HULK in user.mutations)
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effective_force *= 2
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//Armor soak
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if(soaked >= effective_force)
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return 0
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//Apply weapon damage
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var/weapon_sharp = is_sharp(I)
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var/weapon_edge = has_edge(I)
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if(getsoak(hit_zone, "melee",) - (I.armor_penetration/5) > round(effective_force*0.8)) //soaking a hit turns sharp attacks into blunt ones
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weapon_sharp = 0
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weapon_edge = 0
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if(prob(max(getarmor(hit_zone, "melee") - I.armor_penetration, 0))) //melee armour provides a chance to turn sharp/edge weapon attacks into blunt ones
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weapon_sharp = 0
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weapon_edge = 0
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@@ -251,7 +255,7 @@
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if(!O || !src) return
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if(O.sharp) //Projectile is suitable for pinning.
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if(soaked >= throw_damage) //Don't embed if it didn't actually damage
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if(soaked >= round(throw_damage*0.8))
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return
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//Handles embedding for non-humans and simple_animals.
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