/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/combat.dm

BRUTEPhysical fracturing and warping of the material.
BURNScorching and charring of the material.
TOXPoisoning. Mostly caused by reagents.
OXYSuffocation.
STAMINAExhaustion and nonlethal damage.
BRAINBrain damage. Should probably be decomissioned and replaced with proper organ damage.
ACIDInvolves corrosive substances.
BIOInvolved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
BOMBInvolves a shockwave, usually from an explosion.
BULLETInvolves a solid projectile.
CONSUMEInvolves being eaten
ENERGYInvolves an EMP or energy-based projectile.
FIREInvolves fire or temperature extremes.
LASERInvolves a laser.
MELEEInvolves a melee attack or a thrown object.
WOUNDInvolved in checking the likelyhood of applying a wound to a mob.
ARMOR_LIST_DAMAGEArmor values that are used for damage
ARMOR_LIST_DURABILITYArmor values that are used for durability
ARMOR_LIST_ALLAll armors, preferable in the order as seen above
CANSTUNIf set, this mob can be stunned.
CANKNOCKDOWNIf set, this mob can be knocked down (or stamcrit)
CANUNCONSCIOUSIf set, this mob can be knocked unconscious via status effect. NOTE, does not mean immune to sleep. Unconscious and sleep are two different things. NOTE, does not relate to the unconscious stat either. Only the status effect.
CANPUSHIf set, this mob can be grabbed or pushed when bumped into
GODMODEMob godmode. Prevents most statuses and damage from being taken, but is more often than not a crapshoot. Use with caution.
MELEE_ATTACKAttack was made with a melee weapon
UNARMED_ATTACKAttack is a punch or kick. Mob attacks are not classified as unarmed (currently).
PROJECTILE_ATTACKA projectile is hitting us.
THROWN_PROJECTILE_ATTACKA thrown item is hitting us.
LEAP_ATTACKWe're being tackled or leaped at.
GET_ASSAILANTUsed in check block to get what mob is attacking the blocker.
EMBEDDED_PAIN_CHANCEChance for embedded objects to cause pain (damage user)
EMBEDDED_ITEM_FALLOUTChance for embedded object to fall out (causing pain but removing the object)
EMBED_CHANCEChance for an object to embed into somebody when thrown
EMBEDDED_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does while embedded (this*item.w_class)
EMBEDDED_IMPACT_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
EMBED_THROWSPEED_THRESHOLDThe minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)
EMBEDDED_UNSAFE_REMOVAL_TIMEA Time in ticks, total removal time = (this*item.w_class)
EMBEDDED_JOSTLE_CHANCEChance for embedded objects to cause pain every time they move (jostle)
EMBEDDED_JOSTLE_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does while
EMBEDDED_PAIN_STAM_PCTThis percentage of all pain will be dealt as stam damage rather than brute (0-1)
EMBED_CHANCE_SPEED_BONUSFor thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance
BOLT_TYPE_STANDARDGun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90
BOLT_TYPE_OPENGun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Tomson, Uzi, the L6 SAW
BOLT_TYPE_NO_BOLTGun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers
BOLT_TYPE_LOCKINGGun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs
SAWN_OFF_ACC_PENALTYaccuracy penalty of sawn off guns
SAWN_OFF_RECOILadded recoil of sawn off guns
AMMO_BOX_ONE_SPRITEammo box will always use provided icon state
AMMO_BOX_PER_BULLETammo box will have a different state for each bullet; <icon_state>-
AMMO_BOX_FULL_EMPTYAmmo box will have a different sprite for any ammo at all, and no ammo, <icon_state>-full <icon_state>-empty
SUPPRESSED_QUIETstandard suppressed
SUPPRESSED_VERYno message
EXPLODE_GIB_THRESHOLDex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
CARBON_MAX_IMPACT_SPEED_BONUSIf a carbon is thrown at a speed faster than normal and impacts something solid, they take extra damage for every extra speed up to this number (see [/mob/living/carbon/proc/throw_impact])
SECONDARY_ATTACK_CALL_NORMALAlternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.
SECONDARY_ATTACK_CANCEL_ATTACK_CHAINCancels the attack chain entirely.
SECONDARY_ATTACK_CONTINUE_CHAINProceed with the attack chain, but don't call the normal methods.
AFTERATTACK_PROCESSED_ITEMFlag for when /afterattack potentially acts on an item. Used for the swap hands/drop tutorials to know when you might just be trying to do something normally. Does not necessarily imply success, or even that it did hit an item, just intent.
AUTOFIRE_STAT_IDLECompatible firemode is in the gun. Wait until it's held in the user hands.
AUTOFIRE_STAT_ALERTGun is active and in the user hands. Wait until user does a valid click.
AUTOFIRE_STAT_FIRINGGun is shooting.
MARTIAL_ATTACK_INVALIDMartial arts attack requested but is not available, allow a check for a regular attack.
MARTIAL_ATTACK_FAILMartial arts attack happened but failed, do not allow a check for a regular attack.
MARTIAL_ATTACK_SUCCESSMartial arts attack happened and succeeded, do not allow a check for a regular attack.
ARMOR_WEAKENED_MULTIPLIERIF an object is weak against armor, this is the value that any present armor is multiplied by
ARMOR_MAX_BLOCKArmor can't block more than this as a percentage
PENETRATE_ARMOURCalculates the new armour value after armour penetration. Can return negative values, and those must be caught.
BATON_DO_NORMAL_ATTACKReturn values used in item/melee/baton/baton_attack. Does a normal item attack.
BATON_ATTACK_DONEThe attack has been stopped. Either because the user was clumsy or the attack was blocked.
BATON_ATTACKINGThe baton attack is still going. baton_effect() is called.
LEFT_ATTACKLMB Attack
RIGHT_ATTACKRMB Attack
COMBO_STEPSSteps for the combo
COMBO_PROCThe proc the combo calls
SHOVE_CAN_MOVEChecks If the target can be moved at all by shoving them
SHOVE_CAN_HIT_SOMETHINGIf the target can be shoved into something something with perhaps special interactions.
SHOVE_KNOCKDOWN_BLOCKEDKeeps knockdowns at bay for the target
SHOVE_CAN_KICK_SIDEIf the target can be briefly paralized by shoving them once again after knocking them down.
SHOVE_CAN_STAGGERWhether the staggered status effect can be applied on the target
SHOVE_BLOCKEDIf the target could move, but didn't because there's an obstacle in the path.
SHOVE_DIRECTIONAL_BLOCKEDIf the obstacle is an object at the border of the turf (so no signal from being sent to the other turf)
DEATHMATCH_NOT_PLAYINGDeathmatch lobby current status
JOULES_PER_DAMAGEThe amount of energy needed to increase the burn force by 1 damage during electrocution.
ELECTROCUTE_DAMAGECalculates the amount of burn force when applying this much energy to a mob via electrocution from an energy source.

Define Details

ACID

Involves corrosive substances.

AFTERATTACK_PROCESSED_ITEM

Flag for when /afterattack potentially acts on an item. Used for the swap hands/drop tutorials to know when you might just be trying to do something normally. Does not necessarily imply success, or even that it did hit an item, just intent.

AMMO_BOX_FULL_EMPTY

Ammo box will have a different sprite for any ammo at all, and no ammo, <icon_state>-full <icon_state>-empty

AMMO_BOX_ONE_SPRITE

ammo box will always use provided icon state

AMMO_BOX_PER_BULLET

ammo box will have a different state for each bullet; <icon_state>-

ARMOR_LIST_ALL

All armors, preferable in the order as seen above

ARMOR_LIST_DAMAGE

Armor values that are used for damage

ARMOR_LIST_DURABILITY

Armor values that are used for durability

ARMOR_MAX_BLOCK

Armor can't block more than this as a percentage

ARMOR_WEAKENED_MULTIPLIER

IF an object is weak against armor, this is the value that any present armor is multiplied by

AUTOFIRE_STAT_ALERT

Gun is active and in the user hands. Wait until user does a valid click.

AUTOFIRE_STAT_FIRING

Gun is shooting.

AUTOFIRE_STAT_IDLE

Compatible firemode is in the gun. Wait until it's held in the user hands.

BATON_ATTACKING

The baton attack is still going. baton_effect() is called.

BATON_ATTACK_DONE

The attack has been stopped. Either because the user was clumsy or the attack was blocked.

BATON_DO_NORMAL_ATTACK

Return values used in item/melee/baton/baton_attack. Does a normal item attack.

BIO

Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.

BOLT_TYPE_LOCKING

Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs

BOLT_TYPE_NO_BOLT

Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers

BOLT_TYPE_OPEN

Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Tomson, Uzi, the L6 SAW

BOLT_TYPE_STANDARD

Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90

BOMB

Involves a shockwave, usually from an explosion.

BRAIN

Brain damage. Should probably be decomissioned and replaced with proper organ damage.

BRUTE

Physical fracturing and warping of the material.

BULLET

Involves a solid projectile.

BURN

Scorching and charring of the material.

CANKNOCKDOWN

If set, this mob can be knocked down (or stamcrit)

CANPUSH

If set, this mob can be grabbed or pushed when bumped into

CANSTUN

If set, this mob can be stunned.

CANUNCONSCIOUS

If set, this mob can be knocked unconscious via status effect. NOTE, does not mean immune to sleep. Unconscious and sleep are two different things. NOTE, does not relate to the unconscious stat either. Only the status effect.

CARBON_MAX_IMPACT_SPEED_BONUS

If a carbon is thrown at a speed faster than normal and impacts something solid, they take extra damage for every extra speed up to this number (see [/mob/living/carbon/proc/throw_impact])

COMBO_PROC

The proc the combo calls

COMBO_STEPS

Steps for the combo

CONSUME

Involves being eaten

DEATHMATCH_NOT_PLAYING

Deathmatch lobby current status

ELECTROCUTE_DAMAGE

Calculates the amount of burn force when applying this much energy to a mob via electrocution from an energy source.

EMBEDDED_IMPACT_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)

EMBEDDED_ITEM_FALLOUT

Chance for embedded object to fall out (causing pain but removing the object)

EMBEDDED_JOSTLE_CHANCE

Chance for embedded objects to cause pain every time they move (jostle)

EMBEDDED_JOSTLE_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does while

EMBEDDED_PAIN_CHANCE

Chance for embedded objects to cause pain (damage user)

EMBEDDED_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)

EMBEDDED_PAIN_STAM_PCT

This percentage of all pain will be dealt as stam damage rather than brute (0-1)

EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)

EMBEDDED_UNSAFE_REMOVAL_TIME

A Time in ticks, total removal time = (this*item.w_class)

EMBED_CHANCE

Chance for an object to embed into somebody when thrown

EMBED_CHANCE_SPEED_BONUS

For thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance

EMBED_THROWSPEED_THRESHOLD

The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)

ENERGY

Involves an EMP or energy-based projectile.

EXPLODE_GIB_THRESHOLD

ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor

FIRE

Involves fire or temperature extremes.

GET_ASSAILANT

Used in check block to get what mob is attacking the blocker.

GODMODE

Mob godmode. Prevents most statuses and damage from being taken, but is more often than not a crapshoot. Use with caution.

JOULES_PER_DAMAGE

The amount of energy needed to increase the burn force by 1 damage during electrocution.

LASER

Involves a laser.

LEAP_ATTACK

We're being tackled or leaped at.

LEFT_ATTACK

LMB Attack

MARTIAL_ATTACK_FAIL

Martial arts attack happened but failed, do not allow a check for a regular attack.

MARTIAL_ATTACK_INVALID

Martial arts attack requested but is not available, allow a check for a regular attack.

MARTIAL_ATTACK_SUCCESS

Martial arts attack happened and succeeded, do not allow a check for a regular attack.

MELEE

Involves a melee attack or a thrown object.

MELEE_ATTACK

Attack was made with a melee weapon

OXY

Suffocation.

PENETRATE_ARMOUR

Calculates the new armour value after armour penetration. Can return negative values, and those must be caught.

PROJECTILE_ATTACK

A projectile is hitting us.

RIGHT_ATTACK

RMB Attack

SAWN_OFF_ACC_PENALTY

accuracy penalty of sawn off guns

SAWN_OFF_RECOIL

added recoil of sawn off guns

SECONDARY_ATTACK_CALL_NORMAL

Alternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.

SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN

Cancels the attack chain entirely.

SECONDARY_ATTACK_CONTINUE_CHAIN

Proceed with the attack chain, but don't call the normal methods.

SHOVE_BLOCKED

If the target could move, but didn't because there's an obstacle in the path.

SHOVE_CAN_HIT_SOMETHING

If the target can be shoved into something something with perhaps special interactions.

SHOVE_CAN_KICK_SIDE

If the target can be briefly paralized by shoving them once again after knocking them down.

SHOVE_CAN_MOVE

Checks If the target can be moved at all by shoving them

SHOVE_CAN_STAGGER

Whether the staggered status effect can be applied on the target

SHOVE_DIRECTIONAL_BLOCKED

If the obstacle is an object at the border of the turf (so no signal from being sent to the other turf)

SHOVE_KNOCKDOWN_BLOCKED

Keeps knockdowns at bay for the target

STAMINA

Exhaustion and nonlethal damage.

SUPPRESSED_QUIET

standard suppressed

SUPPRESSED_VERY

no message

THROWN_PROJECTILE_ATTACK

A thrown item is hitting us.

TOX

Poisoning. Mostly caused by reagents.

UNARMED_ATTACK

Attack is a punch or kick. Mob attacks are not classified as unarmed (currently).

WOUND

Involved in checking the likelyhood of applying a wound to a mob.