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Character Armor style fix (#3884)
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* inherent armor

you can do the thing

* brain trauma

* slight style fix

yeah
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ven1883 authored Oct 21, 2024
1 parent 6dce83b commit 528f92f
Showing 1 changed file with 4 additions and 2 deletions.
6 changes: 4 additions & 2 deletions code/modules/mob/living/carbon/human/human_defense.dm
Original file line number Diff line number Diff line change
Expand Up @@ -28,10 +28,12 @@
var/inherent_armor_rating = src.armor?.get_rating(damage_type) //monkestation edit, exists for debugger
for(var/obj/item/clothing/clothing_item in covering_clothing)
if(clothing_item.body_parts_covered & def_zone.body_part)
protection *= (100 - min(clothing_item.get_armor_rating(damage_type), 100)) * 0.01
protection *= (100 - min(clothing_item.get_armor_rating(damage_type), 100)) / 100
protection *= (100 - min(physiology.armor.get_rating(damage_type), 100)) / 100
//monkestation edit start
protection *= isnull(inherent_armor_rating) ? 1 : (100 - inherent_armor_rating) / 100
if(!isnull(inherent_armor_rating))
protection *= (100 - inherent_armor_rating) / 100

//end monkeststation edit: now checks src.armor so you can give characters inherent armor without targeting physiology or generating clothing
//you can use this with "target.set_armor" and it will work on live creatures
return 100 - protection
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