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Armor reimplementation & formula rework & penetration #6319
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does this mean armor can only protect one body part at a time? The intention of the bitflags was recreating how they behave in byond where you actually use bitflags to determine what body parts a particular armor piece protects. |
Nevermind just read it is using a list now |
Should I edit prefabs or assets here for armor penetration and armor or is it better to do it in a separate PR? |
Uhm, you can do it here but if you can bundle the prefab changes in a commit separated from code changes, I'd love you to all eternity. |
It looks like that's all. The PR is ready for review |
UnityProject/Assets/Scripts/HealthV2/Living/Damage/BodyPartDamage.cs
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How is negative armor handled? Does it increase damage taken in the same manner that positive armor reduces it? |
You mean negative armour, humm yeah multiplies it |
do we ever want to allow negative damage tho? I think healing should be done using its own interface rather than making negative damage. |
nevermind I just read Bod's answer. |
dam it, forgot to check before merging xD, ClothingArmors isn't used anywhere |
it's okay it's used I was just a dumb dumb |
Purpose
fixes #6288
Highlights
InitialDamage * armor1 * armor2 * ... * ArmorN = damageDealt
instead ofInitialDamage * (Armor1 + Armor2 + ... + armorN)
.WearableArmor
now protects specific body parts with specific protection options. This makes it possible to make modular armor.WearableArmor
's armor bit mask (enums) have been replaced withBodyPart
's enum.It was tested on headless server and seems to work fine.
Notes:
Changelog:
CL: Armor system was reworked