cuffsnapping
cuffsnapping 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.
cuffsnapping 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 cutter_user to be aiming for either leg zone, which will be targeted specifically. They will than have a 3-second long do_after before executing the attack.
cuffsnapping 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.
Cuffsnapping element! When added to an item allows it to attempt to break cuffs. Depending on certain parameters and variables it might only be able to cut through cable, or take time, etc.
Element is only compatible with items.
Vars | |
snap_time_strong | If not null, can snap handcuffs. |
---|---|
snap_time_weak | If not null, can snap cable restraints and similar. |
Procs | |
Attach | Note: As of time of writing (5/9/23) it takes 4 seconds to manually remove handcuffs. Anything above that value is a waste of time. |
on_examine | signal called on parent being examined |
Var Details
snap_time_strong
If not null, can snap handcuffs.
snap_time_weak
If not null, can snap cable restraints and similar.
Proc Details
Attach
Note: As of time of writing (5/9/23) it takes 4 seconds to manually remove handcuffs. Anything above that value is a waste of time.
on_examine
signal called on parent being examined