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DF Modding / Re: Combat mechanics (pulping) and material/creature properties [0.40.xx]
« on: December 14, 2016, 11:32:26 am »
Joint damage seems to be momentum being passed through to the joint bodypart towards the upper body from the bodypart being hit, or if there is no joint the next regular bodypart in line.
The damage is measured against three material properties which were not used before: namely tensile, bending and torsion (for joint pull, bend and twist respectively).
The rest works like regular blunt damage calculation, so the the size of the joint bodypart will also determine how hard it will be to break.
Any tendons and ligaments will also receive a hit with the same kind of damage calculation. I think they get a size from their host joint bodypart but I'm not perfectly sure about that.
This is only from testing ingame so I can't really give any formulas, but this info should do if you just want to balance how strong or weak joints should be.
The damage is measured against three material properties which were not used before: namely tensile, bending and torsion (for joint pull, bend and twist respectively).
The rest works like regular blunt damage calculation, so the the size of the joint bodypart will also determine how hard it will be to break.
Any tendons and ligaments will also receive a hit with the same kind of damage calculation. I think they get a size from their host joint bodypart but I'm not perfectly sure about that.
This is only from testing ingame so I can't really give any formulas, but this info should do if you just want to balance how strong or weak joints should be.
unless its hit with a much stronger material, then it kind of comes apart like papier-mache. I've been meaning to look into reducing the difference in shear strengths because carving through iron like it isn't even there is not really a possible thing, at all.