/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.
CLONECellular degredation. Rare and difficult to treat.
STAMINAExhaustion and nonlethal damage.
BRAINBrain damage. Should probably be decomissioned and replaced with proper organ damage.
MELEEInvolves a melee attack or a thrown object.
BULLETInvolves a solid projectile.
LASERInvolves a laser.
ENERGYInvolves an EMP or energy-based projectile.
BOMBInvolves a shockwave, usually from an explosion.
BIOInvolved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
RADInvolves ionizing radiation.
FIREInvolves fire or temperature extremes.
ACIDInvolves corrosive substances.
MAGICInvolves magic.
WOUNDInvolved in checking the likelyhood of applying a wound to a mob.
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)
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: Some SMGs, the L6
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 state for full and empty; <icon_state>-max_ammo and <icon_state>-0
SUPPRESSED_QUIETstandard suppressed
SUPPRESSED_VERYno message

Define Details

ACID

Involves corrosive substances.

AMMO_BOX_FULL_EMPTY

ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0

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>-

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: Some SMGs, the L6

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.

CLONE

Cellular degredation. Rare and difficult to treat.

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_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.

FIRE

Involves fire or temperature extremes.

LASER

Involves a laser.

MAGIC

Involves magic.

MELEE

Involves a melee attack or a thrown object.

OXY

Suffocation.

RAD

Involves ionizing radiation.

SAWN_OFF_ACC_PENALTY

accuracy penalty of sawn off guns

SAWN_OFF_RECOIL

added recoil of sawn off guns

STAMINA

Exhaustion and nonlethal damage.

SUPPRESSED_QUIET

standard suppressed

SUPPRESSED_VERY

no message

TOX

Poisoning. Mostly caused by reagents.

WOUND

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