diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index bf30b08aa658..7ef5a511959b 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -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