paper skin, glass bones
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@@ -233,6 +233,8 @@
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#define TRAIT_TRASHCAN "trashcan"
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///Used for fireman carry to have mobe not be dropped when passing by a prone individual.
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#define TRAIT_BEING_CARRIED "being_carried"
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#define TRAIT_GLASS_BONES "glass_bones"
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#define TRAIT_PAPER_SKIN "paper_skin"
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// mobility flag traits
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// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
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@@ -425,3 +425,21 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
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gain_text = "<span class='notice'>You can't smell anything!</span>"
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lose_text = "<span class='notice'>You can smell again!</span>"
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medical_record_text = "Patient suffers from anosmia and is incapable of smelling gases or particulates."
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/datum/quirk/paper_skin
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name = "Paper Skin"
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desc = "Your flesh is weaker, resulting in receiving cuts more easily."
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value = -1
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mob_trait = TRAIT_PAPER_SKIN
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gain_text = "<span class='notice'>Your flesh feels weak!</span>"
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lose_text = "<span class='notice'>Your flesh feels more durable!</span>"
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medical_record_text = "Patient suffers from weak flesh, resulting in them receiving cuts far more easily."
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/datum/quirk/glass_bones
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name = "Glass Bones"
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desc = "Your bones are far more brittle, and more vulnerable to breakage."
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value = -1
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mob_trait = TRAIT_GLASS_BONES
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gain_text = "<span class='notice'>Your bones feels weak!</span>"
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lose_text = "<span class='notice'>Your bones feels more durable!</span>"
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medical_record_text = "Patient suffers from brittle bones, resulting in them receiving breakages far more easily."
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@@ -228,6 +228,8 @@
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var/mangled_state = get_mangled_state()
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var/bio_state = owner.get_biological_state()
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var/easy_dismember = HAS_TRAIT(owner, TRAIT_EASYDISMEMBER) // if we have easydismember, we don't reduce damage when redirecting damage to different types (slashing weapons on mangled/skinless limbs attack at 100% instead of 50%)
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var/glass_bones = HAS_TRAIT(owner, TRAIT_GLASS_BONES)
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var/paper_skin = HAS_TRAIT(owner, TRAIT_PAPER_SKIN)
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if(wounding_type == WOUND_BLUNT)
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if(sharpness == SHARP_EDGED)
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@@ -242,9 +244,11 @@
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if(wounding_type == WOUND_SLASH)
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wounding_type = WOUND_BLUNT
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wounding_dmg *= (easy_dismember ? 1 : 0.5)
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wounding_dmg *= (glass_bones ? 1.5 : 1)
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else if(wounding_type == WOUND_PIERCE)
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wounding_type = WOUND_BLUNT
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wounding_dmg *= (easy_dismember ? 1 : 0.75)
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wounding_dmg *= (glass_bones ? 1.5 : 1)
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if((mangled_state & BODYPART_MANGLED_BONE) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus))
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return
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// if we're flesh only, all blunt attacks become weakened slashes in terms of wound damage
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@@ -252,12 +256,17 @@
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if(wounding_type == WOUND_BLUNT)
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wounding_type = WOUND_SLASH
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wounding_dmg *= (easy_dismember ? 1 : 0.5)
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wounding_dmg *= (paper_skin ? 1.5 : 1)
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if((mangled_state & BODYPART_MANGLED_FLESH) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus))
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return
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// standard humanoids
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if(BIO_FLESH_BONE)
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// if we've already mangled the skin (critical slash or piercing wound), then the bone is exposed, and we can damage it with sharp weapons at a reduced rate
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// So a big sharp weapon is still all you need to destroy a limb
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if(wounding_type == WOUND_SLASH || wounding_type == WOUND_PIERCE)
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wounding_dmg *= (paper_skin ? 1.5 : 1)
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else
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wounding_dmg *= (glass_bones ? 1.5 : 1)
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if(mangled_state == BODYPART_MANGLED_FLESH && sharpness)
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playsound(src, "sound/effects/wounds/crackandbleed.ogg", 100)
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if(wounding_type == WOUND_SLASH && !easy_dismember)
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