Design
WebsiteGitHubGitBook
  • âœī¸Design Intro
    • Gameplay Summary
    • Art Style
  • đŸ•šī¸Basic Game Mechanics
    • đŸ–Ĩī¸User Interface
      • Server Hub
      • Server Lobby
        • Edit Character
      • Game
        • Player HUD
        • In-game Settings
        • Inventory
        • Radial Menu
        • Misc. UI Elements
        • Windows
    • 🎮Controls
    • đŸ”ĻField of Vision
    • 🔍Examine
    • đŸ–ī¸Interactions
      • Move
      • Activate
      • Access
    • âŗRounds
  • đŸ›°ī¸Environment
    • đŸ—ēī¸Tilemaps
      • Stations
      • Planets
      • Tile Objects
        • Airlocks
    • â˜ī¸Atmospherics
      • Gas Substances
    • 🧩Connectables
      • Basic Adjacency Connections
      • Advanced Adjacency Connections
      • Window Divider Adjacency Connections
      • Counter Adjacency Connections
      • Directional Adjacency Connections
      • Disposal Adjacency Connections
        • Disposal Furniture Connections
      • Pipe Adjacency Connections
        • Pipe Furniture Connections
      • Transit Tube Adjacency Connections
      • Wire Adjacency Connections
      • Airlock Adjacency Connections
    • đŸ—ī¸Construction
      • Construction Recipes
        • Walls / Windows
        • Doors
      • Menu and User Case
      • Propositions and Suggestions
    • 🔓Crew Access
    • ⚡Electricity
      • Power Grid
    • 📞Communication Systems
  • đŸ‘ĢEntities
    • đŸŽĨRoles
      • 📋Crew
        • Nanotrasen
        • Command
        • Security
        • Engineering
        • Medical
        • Science
        • Supply
        • Civilian
        • Silicons
      • Antagonists
        • Primary Antags
        • Secondary Antags
      • Ghosts
    • đŸ§™â€â™‚ī¸Characters
      • Player Characters
      • NPCs
    • đŸŒĄī¸Health
      • Stamina
      • Damage
      • Body Systems
        • Organs
          • Lungs
          • Heart
        • Blood
        • Oxygen
        • Pain
        • Death
        • Body parts volume
      • Healing
        • Surgery
    • âš”ī¸Combat
      • Combat Mode
        • Help
        • Harm
        • Grab
        • Hold
        • Push
        • Toss and Throw
        • Items
          • Melee
          • Ranged
      • Melee combat
  • đŸ”ĻItems
    • 📌Hold Positions
    • 🍕Food
    • 🧰Containers
  • đŸŽŦActions
    • đŸ› ī¸Crafting
      • Makeshift, simple Crafting
      • Advanced Crafting
      • Specialized Crafting
    • âš—ī¸Chemistry
Powered by GitBook
On this page

Was this helpful?

Edit on GitHub
Export as PDF
  1. Entities
  2. Combat
  3. Combat Mode

Harm

Do bad.

HARM

LEFT_CLICK on an active target character, while having an empty hand and Combat mode is enabled, will result in an attempt to punch the target in the selected bodypart.

(On standing targets player character will attempt to punch the target, which deals 1.5-15 stamina and 1-10 brute (CRUSH subtype) damage. The chance to miss a punch increases the more stamina and brute damage player character has. Punching has a chance to knockdown the target for at least 4 seconds. The more brute and stamina damage the target has, the longer the target will be knocked down.) For more info on Stamina and Damage types, visit Health design document: Health/Medical design document

Suggestion: longer LEFT_CLICK should result in a stronger, slower attack.

LEFT_CLICK on a knocked down target character, while having an empty hand and Combat mode is enabled, will result in a kick of the target in the selected bodypart. (The kick deals 1.5-15 brute (CRUSH subtype) damage and has no chance to miss.)

The damage of any attack that is made using character's muscles should also depend on the

  • Overall health condition of the attacker

  • Health of the limb used to attack

  • Stamina amount (debatable)

One of those factors (chosen by the worst condition) should reduce character's damage with melee fights.

PreviousHelpNextGrab

Last updated 1 year ago

Was this helpful?

đŸ‘Ģ
âš”ī¸