From 8b2a92994fd714b84e4fd884ebc990f3f5e70d40 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 25 Jul 2020 20:14:41 +0100 Subject: [PATCH] less rng reliance --- code/__DEFINES/wounds.dm | 2 +- code/datums/wounds/bones.dm | 6 +++--- code/datums/wounds/burns.dm | 12 ++++++------ code/datums/wounds/pierce.dm | 6 +++--- code/datums/wounds/slash.dm | 6 +++--- code/modules/surgery/bodyparts/_bodyparts.dm | 2 +- 6 files changed, 17 insertions(+), 17 deletions(-) diff --git a/code/__DEFINES/wounds.dm b/code/__DEFINES/wounds.dm index c87e2f8bbd..69ed45a817 100644 --- a/code/__DEFINES/wounds.dm +++ b/code/__DEFINES/wounds.dm @@ -1,5 +1,5 @@ -#define WOUND_DAMAGE_EXPONENT 1.4 +#define WOUND_DAMAGE_EXPONENT 1.3 /// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply) #define WOUND_MINIMUM_DAMAGE 5 diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm index 41e4e025ab..3335356b7e 100644 --- a/code/datums/wounds/bones.dm +++ b/code/datums/wounds/bones.dm @@ -194,7 +194,7 @@ viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) interaction_efficiency_penalty = 1.5 limp_slowdown = 3 - threshold_minimum = 35 + threshold_minimum = 45 threshold_penalty = 15 treatable_tool = TOOL_BONESET wound_flags = (BONE_WOUND) @@ -295,7 +295,7 @@ severity = WOUND_SEVERITY_SEVERE interaction_efficiency_penalty = 2 limp_slowdown = 6 - threshold_minimum = 60 + threshold_minimum = 70 threshold_penalty = 30 treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel) status_effect_type = /datum/status_effect/wound/blunt/severe @@ -316,7 +316,7 @@ interaction_efficiency_penalty = 4 limp_slowdown = 9 sound_effect = 'sound/effects/wounds/crack2.ogg' - threshold_minimum = 115 + threshold_minimum = 125 threshold_penalty = 50 disabling = TRUE treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel) diff --git a/code/datums/wounds/burns.dm b/code/datums/wounds/burns.dm index 0d66ee4cfb..f3e22807cf 100644 --- a/code/datums/wounds/burns.dm +++ b/code/datums/wounds/burns.dm @@ -255,8 +255,8 @@ examine_desc = "is badly burned and breaking out in blisters" occur_text = "breaks out with violent red burns" severity = WOUND_SEVERITY_MODERATE - damage_mulitplier_penalty = 1.1 - threshold_minimum = 40 + damage_mulitplier_penalty = 1.05 + threshold_minimum = 50 threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds status_effect_type = /datum/status_effect/wound/burn/moderate flesh_damage = 5 @@ -269,8 +269,8 @@ examine_desc = "appears seriously charred, with aggressive red splotches" occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns" severity = WOUND_SEVERITY_SEVERE - damage_mulitplier_penalty = 1.2 - threshold_minimum = 80 + damage_mulitplier_penalty = 1.1 + threshold_minimum = 90 threshold_penalty = 40 status_effect_type = /datum/status_effect/wound/burn/severe treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) @@ -285,9 +285,9 @@ examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue" occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess" severity = WOUND_SEVERITY_CRITICAL - damage_mulitplier_penalty = 1.3 + damage_mulitplier_penalty = 1.15 sound_effect = 'sound/effects/wounds/sizzle2.ogg' - threshold_minimum = 140 + threshold_minimum = 150 threshold_penalty = 80 status_effect_type = /datum/status_effect/wound/burn/critical treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) diff --git a/code/datums/wounds/pierce.dm b/code/datums/wounds/pierce.dm index 3182c334bf..56c60b31d7 100644 --- a/code/datums/wounds/pierce.dm +++ b/code/datums/wounds/pierce.dm @@ -129,7 +129,7 @@ gauzed_clot_rate = 0.8 internal_bleeding_chance = 30 internal_bleeding_coefficient = 1.25 - threshold_minimum = 30 + threshold_minimum = 40 threshold_penalty = 15 status_effect_type = /datum/status_effect/wound/pierce/moderate scar_keyword = "piercemoderate" @@ -146,7 +146,7 @@ gauzed_clot_rate = 0.6 internal_bleeding_chance = 60 internal_bleeding_coefficient = 1.5 - threshold_minimum = 50 + threshold_minimum = 60 threshold_penalty = 25 status_effect_type = /datum/status_effect/wound/pierce/severe scar_keyword = "piercesevere" @@ -163,7 +163,7 @@ gauzed_clot_rate = 0.4 internal_bleeding_chance = 80 internal_bleeding_coefficient = 1.75 - threshold_minimum = 100 + threshold_minimum = 110 threshold_penalty = 40 status_effect_type = /datum/status_effect/wound/pierce/critical scar_keyword = "piercecritical" diff --git a/code/datums/wounds/slash.dm b/code/datums/wounds/slash.dm index 41a6a1ae14..32b16c2daf 100644 --- a/code/datums/wounds/slash.dm +++ b/code/datums/wounds/slash.dm @@ -252,7 +252,7 @@ minimum_flow = 0.5 max_per_type = 3 clot_rate = 0.12 - threshold_minimum = 20 + threshold_minimum = 30 threshold_penalty = 10 status_effect_type = /datum/status_effect/wound/slash/moderate scar_keyword = "slashmoderate" @@ -269,7 +269,7 @@ minimum_flow = 2.75 clot_rate = 0.07 max_per_type = 4 - threshold_minimum = 50 + threshold_minimum = 60 threshold_penalty = 25 demotes_to = /datum/wound/slash/moderate status_effect_type = /datum/status_effect/wound/slash/severe @@ -287,7 +287,7 @@ minimum_flow = 4 clot_rate = -0.05 // critical cuts actively get worse instead of better max_per_type = 5 - threshold_minimum = 80 + threshold_minimum = 90 threshold_penalty = 40 demotes_to = /datum/wound/slash/severe status_effect_type = /datum/status_effect/wound/slash/critical diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm index 0adadf1bf8..f30d49c4c0 100644 --- a/code/modules/surgery/bodyparts/_bodyparts.dm +++ b/code/modules/surgery/bodyparts/_bodyparts.dm @@ -355,7 +355,7 @@ else damage = min(damage, WOUND_MAX_CONSIDERED_DAMAGE) - var/base_roll = rand(max(damage/2.5,15), round(damage ** 1.3)) + var/base_roll = rand(max(damage/1.5,25), round(damage ** WOUND_THRESHOLD_MINIMUM)) var/injury_roll = base_roll injury_roll += check_woundings_mods(woundtype, damage, wound_bonus, bare_wound_bonus) var/list/wounds_checking = GLOB.global_wound_types[woundtype]