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Copy file name to clipboardExpand all lines: doc/JSON_FLAGS.md
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@@ -340,6 +340,8 @@ Some armor flags, such as `WATCH` and `ALARMCLOCK` are compatible with other ite
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## Bodyparts
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-```ALWAYS_BLOCK``` This nonstandard bodypart is always eligible to block in unarmed combat even if your martial arts don't allow such blocks.
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-```ALWAYS_HEAL``` This bodypart regenerates every regen tick (5 minutes, currently) regardless if the part would have healed normally.
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-```HEAL_OVERRIDE``` This bodypart will always regenerate its `heal_bonus` HP instead of it modifying the base healing step. Without `ALWAYS_HEAL` this still only happens when the part would have healed non-zero amount of damage.
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-```IGNORE_TEMP``` This bodypart is ignored for temperature calculations
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-```LIMB_LOWER``` This bodypart is close to the ground, and as such has a higher chance to be attacked by small monsters - hitsize is tripled for creatures that can't attack upper limbs.
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-```LIMB_UPPER``` This bodypart is high off the ground, and as such can't be attacked by small monsters - unless they have the `FLIES` or have `ATTACK_UPPER` flags`
Copy file name to clipboardExpand all lines: doc/JSON_INFO.md
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| `temp_mod` | (_optional array_) Intrinsic temperature modifier of the bodypart. The first value (in the same "temperature unit" as mutations' `bodytemp_modifier`) is always applied, the second value is apllied on top when the bodypart isn't overheated.
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| `env_protection` | (_optional_) Innate environmental protection of this part. (default: `0`)
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| `stat_hp_mods` | (_optional_) Values modifying hp_max of this part following this formula: `hp_max += int_mod*int_max + dex_mod*dex_max + str_mod*str_max + per_mod*per_max + health_mod*get_healthy()` with X_max being the unmodified value of the X stat and get_healthy() being the hidden health stat of the character.
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| `heal_bonus` | (_optional_) Innate amount of HP the bodypart heals every healing roll ( 5 minutes, currently ).
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| `heal_bonus` | (_optional_) Innate amount of HP the bodypart heals every successful healing roll. See the `ALWAYS_HEAL` and `HEAL_OVERRIDE` flags.
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| `mend_rate` | (_optional_) Innate mending rate of the limb, should it get broken. Default `1.0`, used as a multiplier on the healing factor after other factors are calculated.
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| `health_limit` | (_optional_) Amount of limb HP necessary for the limb to provide its melee `techniques` and `conditional_flags`. Defaults to 1, meaning broken limbs don't contribute.
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| `bionic_slots` | (_optional_) How many bionic slots does this part have.
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