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

gunpoint

Vars

damage_multHow much the damage and wound values will be multiplied by
point_of_no_returnIf TRUE, we're committed to firing the shot, for async purposes
stageWhich stage we're on
targetWho we're holding up
weaponThe gun we're holding them up with

Procs

block_bumps_parentPrevents bumping the shooter to break gunpoint since shove does that
block_bumps_targetPrevents bumping the target by an ally to cheese and force the charged shot
cancelShooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
check_bumpIf the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
check_deescalateCancel the holdup if the shooter moves out of sight or out of range of the target
check_shoveIf the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
examineShows if the parent is holding someone at gunpoint
examine_targetShows if the examine target is being held at gunpoint
flinchIf 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_reactionBang bang, we're firing a charged shot off
update_stageUpdate 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