/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/wounds.dm

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)
DISMEMBER_MINIMUM_DAMAGEan attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart
CANT_WOUNDset wound_bonus on an item or attack to this to disable checking wounding for the attack
WOUND_SEVERITY_TRIVIALfor jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds
WOUND_SEVERITY_LOSSoutright dismemberment of limb
WOUND_BLUNTany brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds
WOUND_SLASHany brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds
WOUND_PIERCEany brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds
WOUND_BURNany concentrated burn attack (lasers really). rolls for burning wounds
WOUND_DETERMINATION_MAXthe max amount of determination you can have
WOUND_INFECTION_MODERATEbelow this has no ill effects from infection
WOUND_INFECTION_SEVEREthen below here, you ooze some pus and suffer minor tox damage, but nothing serious
WOUND_INFECTION_CRITICALthen below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
WOUND_INFECTION_SEPTICbelow 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_RATEhow quickly sanitization removes infestation and decays per tick
WOUND_SLASH_MAX_BLOODFLOWhow 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_MINdead 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_VARIANCEif 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_INORGANICgolems and androids, cannot suffer any wounds
BIO_JUST_BONEskeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember
BIO_JUST_FLESHnothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds
BIO_FLESH_BONEstandard 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_WOUNDIf this wound requires having the HAS_FLESH flag for humanoids
BONE_WOUNDIf this wound requires having the HAS_BONE flag for humanaoids
MANGLES_FLESHIf having this wound counts as mangled flesh for dismemberment
MANGLES_BONEIf having this wound counts as mangled bone for dismemberment
ACCEPTS_GAUZEIf this wound marks the limb as being allowed to have gauze applied
SCAR_SAVE_VERSThe 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_ZONEThe body_zone we're applying to on granting
SCAR_SAVE_DESCThe description we're loading
SCAR_SAVE_PRECISE_LOCATIONThe precise location we're loading
SCAR_SAVE_SEVERITYThe severity the scar had
SCAR_SAVE_BIOLOGYWhether 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_LENGTHhow many fields we save for each scar (so the number of above fields)
SCAR_CURRENT_VERSIONsaved 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_SLOTShow many scar slots 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 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_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_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