Daedalus Dock - Modules - TypesDefine Details

code/__DEFINES/wounds.dm

FLUIDLOSS_BURN_WIDEFor burns from heat applied over a wider area, like from fire
FLUIDLOSS_BURN_CONCENTRATEDFor concentrated burns, like from lasers
FLUIDLOSS_BURN_REQUIREDThe amount of burn damage needed to cause fluid loss.
WOUND_REGENERATION_MODIFIERA modifier applied to wound auto healing
WOUND_DAMAGE_EXPONENTthe 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_MAX_CONSIDERED_DAMAGEany damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145, for reference)
WOUND_MINIMUM_DAMAGEan 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_DISMEMBER_OUTRIGHT_THRESHIf 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_DETERMINATION_BLEED_MODWhile someone has determination in their system, their bleed rate is slightly reduced
BLEEDING_MESSAGE_BASE_CDHow often can we annoy the player about their bleeding? This duration is extended if it's not serious bleeding
LIMB_DISMEMBERMENT_PERCENTThe percentage of damage at which a bodypart can start to be dismembered.
LIMB_AUTODISMEMBER_PERCENTThe percentage of max_damage that a limb will automatically be dismembered at

Define Details

BLEEDING_MESSAGE_BASE_CD

How often can we annoy the player about their bleeding? This duration is extended if it's not serious bleeding

FLUIDLOSS_BURN_CONCENTRATED

For concentrated burns, like from lasers

FLUIDLOSS_BURN_REQUIRED

The amount of burn damage needed to cause fluid loss.

FLUIDLOSS_BURN_WIDE

For burns from heat applied over a wider area, like from fire

LIMB_AUTODISMEMBER_PERCENT

The percentage of max_damage that a limb will automatically be dismembered at

LIMB_DISMEMBERMENT_PERCENT

The percentage of damage at which a bodypart can start to be dismembered.

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_BLEED_MOD

While someone has determination in their system, their bleed rate is slightly reduced

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_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_REGENERATION_MODIFIER

A modifier applied to wound auto healing