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

arcade machine

Vars

blockedthe player cannot make any move while this is set to TRUE. should only TRUE during enemy turns.
bomb_cooldownunique to the emag mode, acts as a time limit where the player dies when it reaches 0.
chosen_weaponweapon wielded by the enemy, the shotgun doesn't count.
enemy_hpEnemy health/attack points
enemy_passivethe list of passive skill the enemy currently has. the actual passives are added in the enemy_setup() proc
finishing_moveif all the enemy's weakpoints have been triggered becomes TRUE
gameoverif the enemy or player died. restart the game when TRUE
last_three_moveused to remember the last three move of the player before this turn.
max_passivethe number of passives the enemy will start with
pissed_offlinked to passives, when it's equal or above the max_passive finishing move will become TRUE
player_hpPlayer health
player_mpplayer magic points
tempTemporary message, for attack messages, etc
timer_idused to clear the enemy_action proc timer when the game is restarted
weaponsweapon used by the enemy, pure fluff.for certain actions

Procs

arcade_actionhappens after a player action and before the enemy turn. the enemy turn will be cancelled if there's a gameover.
enemy_actionthe enemy turn, the enemy's action entirely depend on their current passive and a teensy tiny bit of randomness
enemy_setupcreates the enemy base stats for a new round along with the enemy passives
screen_setupsets up the main screen for the user
weakpoint_checkused to check if the last three move of the player are the one we want in the right order and if the passive's weakpoint has been triggered yet

Var Details

blocked

the player cannot make any move while this is set to TRUE. should only TRUE during enemy turns.

bomb_cooldown

unique to the emag mode, acts as a time limit where the player dies when it reaches 0.

chosen_weapon

weapon wielded by the enemy, the shotgun doesn't count.

enemy_hp

Enemy health/attack points

enemy_passive

the list of passive skill the enemy currently has. the actual passives are added in the enemy_setup() proc

finishing_move

if all the enemy's weakpoints have been triggered becomes TRUE

gameover

if the enemy or player died. restart the game when TRUE

last_three_move

used to remember the last three move of the player before this turn.

max_passive

the number of passives the enemy will start with

pissed_off

linked to passives, when it's equal or above the max_passive finishing move will become TRUE

player_hp

Player health

player_mp

player magic points

temp

Temporary message, for attack messages, etc

timer_id

used to clear the enemy_action proc timer when the game is restarted

weapons

weapon used by the enemy, pure fluff.for certain actions

Proc Details

arcade_action

happens after a player action and before the enemy turn. the enemy turn will be cancelled if there's a gameover.

enemy_action

the enemy turn, the enemy's action entirely depend on their current passive and a teensy tiny bit of randomness

enemy_setup

creates the enemy base stats for a new round along with the enemy passives

screen_setup

sets up the main screen for the user

weakpoint_check

used to check if the last three move of the player are the one we want in the right order and if the passive's weakpoint has been triggered yet