kneecapping
Kneecapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
Element is incompatible with non-items. Requires the parent item to have a force equal to or greater than WOUND_MINIMUM_DAMAGE. Also requires that the parent can actually get past pre_secondary_attack without the attack chain cancelling.
Kneecapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage.
Requires the attacker to be aiming for either leg zone, which will be targetted specifically. They will than have a 3-second long do_mob before executing the attack.
Kneecapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg.
Passing all the checks will cancel the entire attack chain.
Procs | |
do_kneecap_target | After a short do_mob, attacker applies damage to the given leg with a significant wounding bonus, applying the weapon's force as damage. |
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try_kneecap_target | Signal handler for COMSIG_ITEM_ATTACK_SECONDARY. Does checks for pacifism, zones and target state before either returning nothing if the special attack could not be attempted, performing the ordinary attack procs instead - Or cancelling the attack chain if the attack can be started. |
Proc Details
do_kneecap_target
After a short do_mob, attacker applies damage to the given leg with a significant wounding bonus, applying the weapon's force as damage.
try_kneecap_target
Signal handler for COMSIG_ITEM_ATTACK_SECONDARY. Does checks for pacifism, zones and target state before either returning nothing if the special attack could not be attempted, performing the ordinary attack procs instead - Or cancelling the attack chain if the attack can be started.