code/__DEFINES/wounds.dm
WOUND_MINIMUM_DAMAGE | 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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DISMEMBER_MINIMUM_DAMAGE | an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart |
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) |
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 |
CANT_WOUND | set wound_bonus on an item or attack to this to disable checking wounding for the attack |
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) |
SCAR_SAVE_VERS | The version number of the scar we're saving |
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_LENGTH | how many fields there are above (NOT INCLUDING THIS OBVIOUSLY) |
SCAR_CURRENT_VERSION | saved scars with a version lower than this will be discarded |
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 |
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 |
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
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
SCAR_CURRENT_VERSION
saved scars with a version lower than this will be discarded
SCAR_SAVE_DESC
The description we're loading
SCAR_SAVE_LENGTH
how many fields there are above (NOT INCLUDING THIS OBVIOUSLY)
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
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_DETERMINATION_MAX
the max amount of determination you can have
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)
WOUND_MINIMUM_DAMAGE
an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
WOUND_PIERCE
any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds
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