gunpoint
Vars | |
damage_mult | How much the damage and wound values will be multiplied by |
---|---|
point_of_no_return | If TRUE, we're committed to firing the shot, for async purposes |
stage | Which stage we're on |
target | Who we're holding up |
weapon | The gun we're holding them up with |
Procs | |
block_bumps_parent | Prevents bumping the shooter to break gunpoint since shove does that |
block_bumps_target | Prevents bumping the target by an ally to cheese and force the charged shot |
cancel | Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert |
check_bump | If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot |
check_deescalate | Cancel the holdup if the shooter moves out of sight or out of range of the target |
check_shove | If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot |
examine | Shows if the parent is holding someone at gunpoint |
examine_target | Shows if the examine target is being held at gunpoint |
flinch | If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead |
trigger_reaction | Bang bang, we're firing a charged shot off |
update_stage | Update the damage multiplier for whatever stage we're entering into |
Var Details
damage_mult
How much the damage and wound values will be multiplied by
point_of_no_return
If TRUE, we're committed to firing the shot, for async purposes
stage
Which stage we're on
target
Who we're holding up
weapon
The gun we're holding them up with
Proc Details
block_bumps_parent
Prevents bumping the shooter to break gunpoint since shove does that
block_bumps_target
Prevents bumping the target by an ally to cheese and force the charged shot
cancel
Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
check_bump
If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
check_deescalate
Cancel the holdup if the shooter moves out of sight or out of range of the target
check_shove
If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
examine
Shows if the parent is holding someone at gunpoint
examine_target
Shows if the examine target is being held at gunpoint
flinch
If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead
trigger_reaction
Bang bang, we're firing a charged shot off
update_stage
Update the damage multiplier for whatever stage we're entering into