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Tweak randomness for wound bleeding and pain #5113

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merged 3 commits into from
Jun 5, 2017

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PabstMirror
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Limits the range of randomness for wound bleeding/pain
I feel like it was way to random before, and most shots ended up providing very little bleeding (~0.01). You could also end up with 0.2 damage causing more bleeding than a 20 damage hit depending on the dice rolls.

I do see some use for randomness (e.g. a .22lr in an artery is going to do serious damage)
But I think we want some consistency in this as well.

image

@PabstMirror PabstMirror added this to the Medical Rewrite milestone Apr 29, 2017
@PabstMirror PabstMirror requested review from thojkooi and ulteq April 29, 2017 18:37
@ulteq
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ulteq commented May 3, 2017

Two things that come into my mind:

  • _bloodiness and _painfullness were designed to be between 0 and 1
  • _pain was not supposed to add up anymore, instead we used _painLevel max _pain

Hard to tell if this PR breaks anything without actually testing it.
But I guess it is a good idea to make the bleeding rates more consistent.

@PabstMirror
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We can tweak these number later based on feedback, but I thinking decreasing the range is going to useful for testing.
The pain only sums on multipart wounds (grenades that make several small wounds)

@PabstMirror PabstMirror merged commit 25a2877 into medical-rewrite Jun 5, 2017
@PabstMirror PabstMirror deleted the medRW-adjustBleedingRandomness branch June 5, 2017 16:51
@PabstMirror PabstMirror modified the milestones: Medical Rewrite, 3.13.0, 3.13.0-temp3 Dec 30, 2019
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2 participants