code/__DEFINES/wounds.dm
WOUND_DAMAGE_EXPONENT | the cornerstone of the wound threshold system, your base wound roll for any attack is rand(1, damage^this), after armor reduces said damage. See /obj/item/bodypart/proc/check_wounding |
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WOUND_MAX_CONSIDERED_DAMAGE | any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145, for reference) |
WOUND_MINIMUM_DAMAGE | an attack must do this much damage after armor in order to roll for being a wound (so pressure damage/being on fire doesn't proc it) |
DISMEMBER_MINIMUM_DAMAGE | an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart |
WOUND_DISMEMBER_OUTRIGHT_THRESH | If an attack rolls this high with their wound (including mods), we try to outright dismember the limb. Note 250 is high enough that with a perfect max roll of 145 (see max cons'd damage), you'd need +100 in mods to do this |
CANT_WOUND | set wound_bonus on an item or attack to this to disable checking wounding for the attack |
WOUND_SEVERITY_TRIVIAL | for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds |
WOUND_SEVERITY_LOSS | outright dismemberment of limb |
WOUND_BLUNT | any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds |
WOUND_SLASH | any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds |
WOUND_PIERCE | any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds |
WOUND_BURN | any concentrated burn attack (lasers really). rolls for burning wounds |
WOUND_DETERMINATION_MAX | the max amount of determination you can have |
WOUND_INFECTION_MODERATE | below this has no ill effects from infection |
WOUND_INFECTION_SEVERE | then below here, you ooze some pus and suffer minor tox damage, but nothing serious |
WOUND_INFECTION_CRITICAL | then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad |
WOUND_INFECTION_SEPTIC | below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb |
WOUND_BURN_SANITIZATION_RATE | how quickly sanitization removes infestation and decays per tick |
WOUND_SLASH_MAX_BLOODFLOW | how much blood you can lose per tick per slash max. 8 is a LOT of blood for one cut so don't worry about hitting it easily |
WOUND_SLASH_DEAD_CLOT_MIN | dead people don't bleed, but they can clot! this is the minimum amount of clotting per tick on dead people, so even critical cuts will slowly clot in dead people |
WOUND_BONE_HEAD_TIME_VARIANCE | if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100) |
BIO_INORGANIC | golems and androids, cannot suffer any wounds |
BIO_JUST_BONE | skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember |
BIO_JUST_FLESH | nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds |
BIO_FLESH_BONE | standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember. conveniently, what you get when you combine BIO_JUST_BONE and BIO_JUST_FLESH |
FLESH_WOUND | If this wound requires having the HAS_FLESH flag for humanoids |
BONE_WOUND | If this wound requires having the HAS_BONE flag for humanaoids |
MANGLES_FLESH | If having this wound counts as mangled flesh for dismemberment |
MANGLES_BONE | If having this wound counts as mangled bone for dismemberment |
ACCEPTS_GAUZE | If this wound marks the limb as being allowed to have gauze applied |
SCAR_SAVE_VERS | The version number of the scar we're saving, any scars being loaded below this number will be discarded, see SCAR_CURRENT_VERSION below |
SCAR_SAVE_ZONE | The body_zone we're applying to on granting |
SCAR_SAVE_DESC | The description we're loading |
SCAR_SAVE_PRECISE_LOCATION | The precise location we're loading |
SCAR_SAVE_SEVERITY | The severity the scar had |
SCAR_SAVE_BIOLOGY | Whether this is a BIO_JUST_BONE scar, a BIO_JUST_FLESH scar, or a BIO_FLESH_BONE scar (so you can't load fleshy human scars on a plasmaman character) |
SCAR_SAVE_CHAR_SLOT | Which character slot this was saved to |
SCAR_SAVE_LENGTH | how many fields we save for each scar (so the number of above fields) |
SCAR_CURRENT_VERSION | saved scars with a version lower than this will be discarded, increment when you update the persistent scarring format in a way that invalidates previous saved scars (new fields, reordering, etc) |
PERSISTENT_SCAR_SLOTS | how many scar slots, per character slot, we have to cycle through for persistent scarring, if enabled in character prefs |
Define Details
ACCEPTS_GAUZE
If this wound marks the limb as being allowed to have gauze applied
BIO_FLESH_BONE
standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember. conveniently, what you get when you combine BIO_JUST_BONE and BIO_JUST_FLESH
BIO_INORGANIC
golems and androids, cannot suffer any wounds
BIO_JUST_BONE
skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember
BIO_JUST_FLESH
nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds
BONE_WOUND
If this wound requires having the HAS_BONE flag for humanaoids
CANT_WOUND
set wound_bonus on an item or attack to this to disable checking wounding for the attack
DISMEMBER_MINIMUM_DAMAGE
an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart
FLESH_WOUND
If this wound requires having the HAS_FLESH flag for humanoids
MANGLES_BONE
If having this wound counts as mangled bone for dismemberment
MANGLES_FLESH
If having this wound counts as mangled flesh for dismemberment
PERSISTENT_SCAR_SLOTS
how many scar slots, per character slot, we have to cycle through for persistent scarring, if enabled in character prefs
SCAR_CURRENT_VERSION
saved scars with a version lower than this will be discarded, increment when you update the persistent scarring format in a way that invalidates previous saved scars (new fields, reordering, etc)
SCAR_SAVE_BIOLOGY
Whether this is a BIO_JUST_BONE scar, a BIO_JUST_FLESH scar, or a BIO_FLESH_BONE scar (so you can't load fleshy human scars on a plasmaman character)
SCAR_SAVE_CHAR_SLOT
Which character slot this was saved to
SCAR_SAVE_DESC
The description we're loading
SCAR_SAVE_LENGTH
how many fields we save for each scar (so the number of above fields)
SCAR_SAVE_PRECISE_LOCATION
The precise location we're loading
SCAR_SAVE_SEVERITY
The severity the scar had
SCAR_SAVE_VERS
The version number of the scar we're saving, any scars being loaded below this number will be discarded, see SCAR_CURRENT_VERSION below
SCAR_SAVE_ZONE
The body_zone we're applying to on granting
WOUND_BLUNT
any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds
WOUND_BONE_HEAD_TIME_VARIANCE
if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)
WOUND_BURN
any concentrated burn attack (lasers really). rolls for burning wounds
WOUND_BURN_SANITIZATION_RATE
how quickly sanitization removes infestation and decays per tick
WOUND_DAMAGE_EXPONENT
the cornerstone of the wound threshold system, your base wound roll for any attack is rand(1, damage^this), after armor reduces said damage. See /obj/item/bodypart/proc/check_wounding
WOUND_DETERMINATION_MAX
the max amount of determination you can have
WOUND_DISMEMBER_OUTRIGHT_THRESH
If an attack rolls this high with their wound (including mods), we try to outright dismember the limb. Note 250 is high enough that with a perfect max roll of 145 (see max cons'd damage), you'd need +100 in mods to do this
WOUND_INFECTION_CRITICAL
then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
WOUND_INFECTION_MODERATE
below this has no ill effects from infection
WOUND_INFECTION_SEPTIC
below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb
WOUND_INFECTION_SEVERE
then below here, you ooze some pus and suffer minor tox damage, but nothing serious
WOUND_MAX_CONSIDERED_DAMAGE
any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145, for reference)
WOUND_MINIMUM_DAMAGE
an attack must do this much damage after armor in order to roll for being a wound (so pressure damage/being on fire doesn't proc it)
WOUND_PIERCE
any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds
WOUND_SEVERITY_LOSS
outright dismemberment of limb
WOUND_SEVERITY_TRIVIAL
for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds
WOUND_SLASH
any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds
WOUND_SLASH_DEAD_CLOT_MIN
dead people don't bleed, but they can clot! this is the minimum amount of clotting per tick on dead people, so even critical cuts will slowly clot in dead people
WOUND_SLASH_MAX_BLOODFLOW
how much blood you can lose per tick per slash max. 8 is a LOT of blood for one cut so don't worry about hitting it easily