modular_skyrat/modules/medical/code/wounds/synth/blunt/robotic_blunt.dm
ROBOTIC_WOUND_DETERMINATION_MOVEMENT_EFFECT_MOD | The multiplier put against our movement effects if our victim has the determined reagent The multiplier put against our movement effects if our victim has the determined reagent |
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ROBOTIC_WOUND_DETERMINATION_STAGGER_MOVEMENT_MULT | The multiplier of stagger intensity on hit if our victim has the determined reagent |
ROBOTIC_BLUNT_GRASPED_MOVEMENT_MULT | The multiplier put against our movement effects if our limb is grasped |
OSCILLATION_ATTACKED_LYING_DOWN_EFFECT_MULT | If our victim is lying down and is attacked in the chest, effective oscillation damage is multiplied against this. |
PERCUSSIVE_MAINTENANCE_DIAG_HUD_CHANCE_MULT | If the attacker is wearing a diag hud, chance of percussive maintenance succeeding is multiplied against this. |
PERCUSSIVE_MAINTENANCE_WOUND_SCANNED_CHANCE_MULT | If our wound has been scanned by a wound analyzer, chance of percussive maintenance succeeding is multiplied against this. |
PERCUSSIVE_MAINTENANCE_ATTACKER_NOT_VICTIM_CHANCE_MULT | If the attacker is NOT our victim, chance of percussive maintenance succeeding is multiplied against this. |
STAGGER_PERCENT_OF_SHAKE_DURATION_TO_AFTERSHOCK_DELAY | The percent, in decimal, of a stagger's shake() duration, that will be used in a addtimer() to queue aftershock(). |
VICTIM_MOVED_NO_GRAVITY_EFFECT_MULT | If our victim has no gravity, the effects of movement are multiplied by this. |
VICTIM_MOVED_CAREFULLY_EFFECT_MULT | If our victim is resting, or is walking and isnt forced to move, the effects of movement are multiplied by this. |
VICTIM_BUCKLED_BASE_MOVEMENT_EFFECT_MULT | If our victim is buckled to a generic object, movement effects will be multiplied against this. |
VICTIM_BUCKLED_ROLLER_BED_MOVEMENT_EFFECT_MULT | If our victim is buckled to a medical bed (e.g. rollerbed), movement effects will be multiplied against this. |
Define Details
OSCILLATION_ATTACKED_LYING_DOWN_EFFECT_MULT
If our victim is lying down and is attacked in the chest, effective oscillation damage is multiplied against this.
PERCUSSIVE_MAINTENANCE_ATTACKER_NOT_VICTIM_CHANCE_MULT
If the attacker is NOT our victim, chance of percussive maintenance succeeding is multiplied against this.
PERCUSSIVE_MAINTENANCE_DIAG_HUD_CHANCE_MULT
If the attacker is wearing a diag hud, chance of percussive maintenance succeeding is multiplied against this.
PERCUSSIVE_MAINTENANCE_WOUND_SCANNED_CHANCE_MULT
If our wound has been scanned by a wound analyzer, chance of percussive maintenance succeeding is multiplied against this.
ROBOTIC_BLUNT_GRASPED_MOVEMENT_MULT
The multiplier put against our movement effects if our limb is grasped
ROBOTIC_WOUND_DETERMINATION_MOVEMENT_EFFECT_MOD
The multiplier put against our movement effects if our victim has the determined reagent The multiplier put against our movement effects if our victim has the determined reagent
ROBOTIC_WOUND_DETERMINATION_STAGGER_MOVEMENT_MULT
The multiplier of stagger intensity on hit if our victim has the determined reagent
STAGGER_PERCENT_OF_SHAKE_DURATION_TO_AFTERSHOCK_DELAY
The percent, in decimal, of a stagger's shake() duration, that will be used in a addtimer() to queue aftershock().
VICTIM_BUCKLED_BASE_MOVEMENT_EFFECT_MULT
If our victim is buckled to a generic object, movement effects will be multiplied against this.
VICTIM_BUCKLED_ROLLER_BED_MOVEMENT_EFFECT_MULT
If our victim is buckled to a medical bed (e.g. rollerbed), movement effects will be multiplied against this.
VICTIM_MOVED_CAREFULLY_EFFECT_MULT
If our victim is resting, or is walking and isnt forced to move, the effects of movement are multiplied by this.
VICTIM_MOVED_NO_GRAVITY_EFFECT_MULT
If our victim has no gravity, the effects of movement are multiplied by this.