Neat, good idea. This has been brought up, but no one has implemented it.
They can, though I’m not sure why a slingshot in particular should have a stun chance.
The two places to look are ammo_effects() in damage.cpp and deal_projectile_attack() in creature.cpp. The first is more for explosion and AOE type stuff, the second is where most attack effects happen. There’s already a stun effect from the beanbag rounds, though with a bola you might want an entangle thing.
[quote=“OrigamiZoo, post:4, topic:6640”]Also, while doing research on clothing I came up with some questions, or things I would like to clarify:
What decides that a weapon is piercing? the spear tag?[/quote]
Spear or pierce flag, they’re only very slightly different.
Diseases have a chance to infect based on the environmental protection of the body part they target. Different diseases target different body parts. Fungal spores for example target every body part, so you need total coverage to be safe from them, others only target eyes or mouth.
Armor simply has a damage negation value, incoming attacks are applied to the armor starting from the outermost and working its way in, finally hitting the player if it has damage left. Along the way it has a chance to damage the armor.