/tg/ Station 13 - Modules - TypesVar Details - Proc Details

/obj/item/toy/prize

Vars

combat_healthThe mech's health in battle
cooldownCooldown between play sessions
cooldown_multiplierCooldown multiplier after a battle (by default: battle cooldowns are 30 seconds)
in_combatTRUE = in combat currently || FALSE = Not in combat
losses...And their loss count in combat
max_combat_healthThe mech's max combat health
quietIf it makes noise when played with
special_attack_chargedTRUE = the special attack is charged || FALSE = not charged
special_attack_cooldownCurrent cooldown of their special attack
special_attack_cryThe battlecry when using the special attack
special_attack_typeWhat type of special attack they use - SPECIAL_ATTACK_DAMAGE, SPECIAL_ATTACK_HEAL, SPECIAL_ATTACK_UTILITY, SPECIAL_ATTACK_OTHER
special_attack_type_messageWhat message their special move gets on examining
timerTimer when it'll be off cooldown
wants_to_battleTRUE = Offering battle to someone || FALSE = Not offering battle
winsThis mech's win count in combat

Procs

attackAttack is called from the user's toy, aimed at target(another human), checking for target's toy.
attack_tkOverrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship
attackbyIf you attack a mech with a mech, initiate combat between them
check_battle_startWho's in control of the defender (src)? How long has the battle been going? Lines chosen for the winning mech This proc checks if a battle can be initiated between src and attacker.
combat_sleepthis proc combines "sleep" while also checking for if the battle should continue
mecha_brawlThe 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly.
sayOverride the say proc if they're mute
special_attack_moveProcesses any special attack moves that happen in the battle (called in the mechaBattle proc).
suicide_actStarts a battle, toy mech vs player. Player... doesn't win.
super_special_attackBase proc for 'other' special attack moves.
withdraw_offerResets the request for battle.

Var Details

combat_health

The mech's health in battle

cooldown

Cooldown between play sessions

cooldown_multiplier

Cooldown multiplier after a battle (by default: battle cooldowns are 30 seconds)

in_combat

TRUE = in combat currently || FALSE = Not in combat

losses

...And their loss count in combat

max_combat_health

The mech's max combat health

quiet

If it makes noise when played with

special_attack_charged

TRUE = the special attack is charged || FALSE = not charged

special_attack_cooldown

Current cooldown of their special attack

special_attack_cry

The battlecry when using the special attack

special_attack_type

What type of special attack they use - SPECIAL_ATTACK_DAMAGE, SPECIAL_ATTACK_HEAL, SPECIAL_ATTACK_UTILITY, SPECIAL_ATTACK_OTHER

special_attack_type_message

What message their special move gets on examining

timer

Timer when it'll be off cooldown

wants_to_battle

TRUE = Offering battle to someone || FALSE = Not offering battle

wins

This mech's win count in combat

Proc Details

attack

Attack is called from the user's toy, aimed at target(another human), checking for target's toy.

attack_tk

Overrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship

attackby

If you attack a mech with a mech, initiate combat between them

check_battle_start

Who's in control of the defender (src)? How long has the battle been going? Lines chosen for the winning mech This proc checks if a battle can be initiated between src and attacker.

Both SRC and attacker (if attacker is included) timers are checked if they're on cooldown, and both SRC and attacker (if attacker is included) are checked if they are in combat already. If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE Arguments:

combat_sleep

this proc combines "sleep" while also checking for if the battle should continue

this goes through some of the checks - the toys need to be next to each other to fight! if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK) if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK) if it's player vs mech (suicide): the mech needs to be in range of the player if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE. Arguments:

mecha_brawl

The 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly.

src is the defending toy, and the battle proc is called on it to begin the battle. After going through a few checks at the beginning to ensure the battle can start properly, the battle begins a loop that lasts until either toy has no more health. During this loop, it also ensures the mechs stay in combat range of each other. It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack. When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them. Arguments:

say

Override the say proc if they're mute

special_attack_move

Processes any special attack moves that happen in the battle (called in the mechaBattle proc).

Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack. Arguments:

suicide_act

Starts a battle, toy mech vs player. Player... doesn't win.

super_special_attack

Base proc for 'other' special attack moves.

This one is only for inheritance, each mech with an 'other' type move has their procs below. Arguments:

withdraw_offer

Resets the request for battle.

For use in a timer, this proc resets the wants_to_battle variable after a short period. Arguments: