diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index f7b0eba1fc65..d56ca5b23076 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -29,8 +29,8 @@ 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 - //monkestation edit start 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 //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