From 810696ed227a4f8eb613d98759548473db6177d5 Mon Sep 17 00:00:00 2001 From: ven1883 <129563993+ven1883@users.noreply.github.com> Date: Thu, 3 Oct 2024 16:00:09 -0500 Subject: [PATCH] brain trauma --- code/modules/mob/living/carbon/human/human_defense.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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