@@ -341,7 +341,8 @@ Some armor flags, such as `WATCH` and `ALARMCLOCK` are compatible with other ite
-```ALWAYS_BLOCK``` This nonstandard bodypart is eligible to block in unarmed combat even if your martial arts don't allow such blocks. No effect without `NONSTANDARD_BLOCK`
-```IGNORE_TEMP``` This bodypart is ignored for temperature calculations
-```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.
-```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
-```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`
- ````MEND_LIMB``` This bodypart can heal from being broken without needing a splint.
-```NONSTANDARD_BLOCK``` This limb is different enough that martial arts' arm/leg blocks aren't applicable - blocking with this limb is unlocked by reaching the MA's `nonstandard_block` level, unless the limb also has `ALWAYS_BLOCK`
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@@ -1509,6 +1510,7 @@ Gun fault flags:
-```HYPEROPIC``` You are far-sighted - close combat is hampered and reading is impossible without glasses.
-```MYOPIC``` You are nearsighted - vision range is severely reduced without glasses.
-```MYOPIC_IN_LIGHT``` You are nearsighted in light, but can see normally in low-light conditions.
-````MEND_ALL``` You need no splint to heal broken bones.
-```NIGHT_VISION``` You can see in the dark.
-```INFRARED``` You can see infrared, aka heat vision.
-```SEESLEEP``` You can see while sleeping, and aren't bothered by light when trying to fall asleep.
@@ -643,6 +643,8 @@ For information about tools with option to export ASCII art in format ready to b
| `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.
| `env_protection` | (_optional_) Innate environmental protection of this part. (default: `0`)
| `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.
| `heal_bonus` | (_optional_) Innate amount of HP the bodypart heals every healing roll ( 5 minutes, currently ).
| `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.
| `bionic_slots` | (_optional_) How many bionic slots does this part have.
| `is_limb` | (_optional_) Is this bodypart a limb and capable of breaking. (default: `false`)
| `smash_message` | (_optional_) The message displayed when using that part to smash something.