mauling 
The mauling element, adapted nearly wholesale from kneecapping, replaces the item's secondary attack with an aimed attack at limbs under certain circumstances.
Element is incompatible with non-items. Requires the parent item to have a force equal to or greater than WOUND_MINIMUM_DAMAGE. Also requires that the parent can actually get past pre_secondary_attack without the attack chain cancelling.
As kneecapping, mauling attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage.
Requires the attacker to be aiming for a limb, which will be targeted specifically.
They will than have a do_after determined by swing_delay before executing the attack.
The attack may have a damage multiplier, determined by mauling_damage_mult.
Mauling, much like kneecapping, requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate limb.
Passing all the checks will cancel the entire attack chain.
Vars | |
| mauling_damage_mult | What multiplier do we apply to our force on a successful mauling? |
|---|---|
| swing_delay | How long do we wind up our swing for? |
Procs | |
| do_maul_target | After a short do_after, attacker applies damage to the given limb with a significant wounding bonus,
applying the weapon's force (multiplied by mauling_damage_mult) as damage. |
| try_maul_target | Signal handler for COMSIG_ITEM_ATTACK_SECONDARY. Does checks for pacifism and valid target before either returning nothing if the special attack could not be attempted, performing the ordinary attack procs instead, or cancelling the attack chain if the attack can be started. |
Var Details
mauling_damage_mult 
What multiplier do we apply to our force on a successful mauling?
swing_delay 
How long do we wind up our swing for?
Proc Details
do_maul_target
After a short do_after, attacker applies damage to the given limb with a significant wounding bonus,
applying the weapon's force (multiplied by mauling_damage_mult) as damage.
try_maul_target
Signal handler for COMSIG_ITEM_ATTACK_SECONDARY. Does checks for pacifism and valid target before either returning nothing if the special attack could not be attempted, performing the ordinary attack procs instead, or cancelling the attack chain if the attack can be started.