/tg/ Station 13 - Modules - TypesDefine Details

modular_skyrat/modules/medical/code/wounds/synth/robotic_slash.dm

ELECTRICAL_DAMAGE_ON_STASIS_MULTHow much damage and progress is reduced when on stasis.
ELECTRICAL_DAMAGE_GRASPED_MULTHow much damage and progress is reduced when limb is grasped.
ELECTRICAL_DAMAGE_LYING_DOWN_MULTHow much damage and progress is reduced when our victim lies down.
ELECTRICAL_DAMAGE_DEAD_PROGRESS_MULTHow much progress is reduced when our victim is dead.
ELECTRICAL_DAMAGE_WIRECUTTER_BASE_DELAYBase time for a wirecutter being used.
ELECTRICAL_DAMAGE_SUTURE_WIRE_BASE_DELAYBase time for a cable coil being used.
ELECTRICAL_DAMAGE_POWER_PER_TICK_MULTGlobal damage multiplier for the power a given electrical damage wound will add per tick.
ELECTRICAL_DAMAGE_SUTURE_WIRE_HEALING_AMOUNT_MULTGlobal damage multiplier for how much repairing wiring will reduce intensity. Higher is more.
ELECTRICAL_DAMAGE_MINIMUM_SHOCK_POWER_PER_ZAPThe minimum shock power we must have available to zap our victim. Must be at least one, since electrocute_act fails if its lower.
ELECTRICAL_DAMAGE_MAX_BURN_DAMAGE_TO_LET_WIRES_REPAIRThe maximum burn damage our limb can have before we refuse to let people who havent aggrograbbed the limb repair it with wires. This is so people can opt to just fix the burn damage.
ELECTRICAL_DAMAGE_CLOTTING_PROGRESS_MULTIf progress is positive (not decreasing) after applying ELECTRICAL_DAMAGE_CLOTTING_HEALING_AMOUNT, we multiply it against this.
LIMB_AGGROGRABBED_PROGRESS_MULTIf someone is aggrograbbing us and targetting our limb, intensity progress is multiplied against this.

Define Details

ELECTRICAL_DAMAGE_CLOTTING_PROGRESS_MULT

If progress is positive (not decreasing) after applying ELECTRICAL_DAMAGE_CLOTTING_HEALING_AMOUNT, we multiply it against this.

ELECTRICAL_DAMAGE_DEAD_PROGRESS_MULT

How much progress is reduced when our victim is dead.

ELECTRICAL_DAMAGE_GRASPED_MULT

How much damage and progress is reduced when limb is grasped.

ELECTRICAL_DAMAGE_LYING_DOWN_MULT

How much damage and progress is reduced when our victim lies down.

ELECTRICAL_DAMAGE_MAX_BURN_DAMAGE_TO_LET_WIRES_REPAIR

The maximum burn damage our limb can have before we refuse to let people who havent aggrograbbed the limb repair it with wires. This is so people can opt to just fix the burn damage.

ELECTRICAL_DAMAGE_MINIMUM_SHOCK_POWER_PER_ZAP

The minimum shock power we must have available to zap our victim. Must be at least one, since electrocute_act fails if its lower.

ELECTRICAL_DAMAGE_ON_STASIS_MULT

How much damage and progress is reduced when on stasis.

ELECTRICAL_DAMAGE_POWER_PER_TICK_MULT

Global damage multiplier for the power a given electrical damage wound will add per tick.

ELECTRICAL_DAMAGE_SUTURE_WIRE_BASE_DELAY

Base time for a cable coil being used.

ELECTRICAL_DAMAGE_SUTURE_WIRE_HEALING_AMOUNT_MULT

Global damage multiplier for how much repairing wiring will reduce intensity. Higher is more.

ELECTRICAL_DAMAGE_WIRECUTTER_BASE_DELAY

Base time for a wirecutter being used.

LIMB_AGGROGRABBED_PROGRESS_MULT

If someone is aggrograbbing us and targetting our limb, intensity progress is multiplied against this.