embedding
Vars | |
embed_chance | Chance for an object to embed into somebody when thrown |
---|---|
fall_chance | Chance for embedded object to fall out (causing pain but removing the object) |
ignore_throwspeed_threshold | If this should ignore throw speed threshold of 4 |
immune_traits | Traits which make target immune to us embedding into them, any trait from the list works |
impact_pain_mult | Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class) |
jostle_chance | Chance for embedded objects to cause pain every time they move (jostle) |
jostle_pain_mult | Coefficient of multiplication for the damage the item does while |
owner | Mob we've embedded into, if any |
owner_limb | Limb we've embedded into in whose contents we reside |
pain_chance | Chance for embedded objects to cause pain (damage user) |
pain_mult | Coefficient of multiplication for the damage the item does while embedded (this*item.w_class) |
pain_stam_pct | This percentage of all pain will be dealt as stam damage rather than brute (0-1) |
parent | Thing that we're attached to |
remove_pain_mult | Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class) |
rip_time | Time in ticks, total removal time = (this*item.w_class) |
Procs | |
can_embed | Is passed victim a valid target for us to embed into? |
create_copy | Creates a copy and sets all of its relevant variables Children should override this with new variables if they add any "generic" ones |
damaging_removal_effect | Handles damage effects upon forceful removal |
examined_tags | Someone inspected our embeddable item |
failed_embed | We've tried to embed into something and failed Random being TRUE means we've lost the roulette, FALSE means we've either been blocked or the target is invalid |
fall_out | Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls remove_embedding() |
is_harmless | Does this item deal any damage when embedding or jostling inside of someone? |
jostle_effects | Effects which should occur when the owner moves, sometimes |
magic_pull | Called when an object is ripped out of someone's body by magic or other abnormal means |
on_attackby | When someone attempts to pluck us with tweezers or wirecutters |
on_ex_act | So the sticky grenades chain-detonate, because mobs are very careful with which of their contents they blow up |
on_removed | Move self to owner's turf when our limb gets removed |
on_successful_embed | Proc which is called upon successfully embedding into someone/something, for children to override |
owner_moved | When owner moves around, attempt to jostle the item |
register_on | Registers ourselves with an item |
remove_embedding | The proper proc to call when you want to remove something. If a mob is passed, the item will be put in its hands - otherwise its just dumped onto the ground |
rip_out | Someone attempted to pull us out! Either the owner by inspecting themselves, or someone else by examining the owner and clicking the link. |
roll_embed_chance | Calculates the actual chance to embed based on armour penetration and throwing speed, then returns true if we pass that probability check |
set_owner | Registers signals that our owner should have Handles jostling, tweezing embedded items out and grenade chain reactions |
setup_shrapnel | Used for custom logic while setting up shrapnel payload |
stop_embedding | Avoid calling this directly as this doesn't move the object from its owner's contents Returns TRUE if the item got deleted due to DROPDEL flag |
try_embed | Attempts to embed an object |
try_embed_projectile | Attempts to embed shrapnel from a projectile |
try_pluck | Attempt to pluck out the embedded item using tweezers of some kind |
weapon_disappeared | Whenever the parent item is forcefully moved by some weird means |
Var Details
embed_chance
Chance for an object to embed into somebody when thrown
fall_chance
Chance for embedded object to fall out (causing pain but removing the object)
ignore_throwspeed_threshold
If this should ignore throw speed threshold of 4
immune_traits
Traits which make target immune to us embedding into them, any trait from the list works
impact_pain_mult
Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
jostle_chance
Chance for embedded objects to cause pain every time they move (jostle)
jostle_pain_mult
Coefficient of multiplication for the damage the item does while
owner
Mob we've embedded into, if any
owner_limb
Limb we've embedded into in whose contents we reside
pain_chance
Chance for embedded objects to cause pain (damage user)
pain_mult
Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
pain_stam_pct
This percentage of all pain will be dealt as stam damage rather than brute (0-1)
parent
Thing that we're attached to
remove_pain_mult
Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)
rip_time
Time in ticks, total removal time = (this*item.w_class)
Proc Details
can_embed
Is passed victim a valid target for us to embed into?
create_copy
Creates a copy and sets all of its relevant variables Children should override this with new variables if they add any "generic" ones
damaging_removal_effect
Handles damage effects upon forceful removal
examined_tags
Someone inspected our embeddable item
failed_embed
We've tried to embed into something and failed Random being TRUE means we've lost the roulette, FALSE means we've either been blocked or the target is invalid
fall_out
Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls remove_embedding()
is_harmless
Does this item deal any damage when embedding or jostling inside of someone?
jostle_effects
Effects which should occur when the owner moves, sometimes
magic_pull
Called when an object is ripped out of someone's body by magic or other abnormal means
on_attackby
When someone attempts to pluck us with tweezers or wirecutters
on_ex_act
So the sticky grenades chain-detonate, because mobs are very careful with which of their contents they blow up
on_removed
Move self to owner's turf when our limb gets removed
on_successful_embed
Proc which is called upon successfully embedding into someone/something, for children to override
owner_moved
When owner moves around, attempt to jostle the item
register_on
Registers ourselves with an item
remove_embedding
The proper proc to call when you want to remove something. If a mob is passed, the item will be put in its hands - otherwise its just dumped onto the ground
rip_out
Someone attempted to pull us out! Either the owner by inspecting themselves, or someone else by examining the owner and clicking the link.
roll_embed_chance
Calculates the actual chance to embed based on armour penetration and throwing speed, then returns true if we pass that probability check
set_owner
Registers signals that our owner should have Handles jostling, tweezing embedded items out and grenade chain reactions
setup_shrapnel
Used for custom logic while setting up shrapnel payload
stop_embedding
Avoid calling this directly as this doesn't move the object from its owner's contents Returns TRUE if the item got deleted due to DROPDEL flag
try_embed
Attempts to embed an object
try_embed_projectile
Attempts to embed shrapnel from a projectile
try_pluck
Attempt to pluck out the embedded item using tweezers of some kind
weapon_disappeared
Whenever the parent item is forcefully moved by some weird means