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

embedding

Vars

embed_chanceChance for an object to embed into somebody when thrown
fall_chanceChance for embedded object to fall out (causing pain but removing the object)
ignore_throwspeed_thresholdIf this should ignore throw speed threshold of 4
immune_traitsTraits which make target immune to us embedding into them, any trait from the list works
impact_pain_multCoefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
jostle_chanceChance for embedded objects to cause pain every time they move (jostle)
jostle_pain_multCoefficient of multiplication for the damage the item does while
ownerMob we've embedded into, if any
owner_limbLimb we've embedded into in whose contents we reside
pain_chanceChance for embedded objects to cause pain (damage user)
pain_multCoefficient of multiplication for the damage the item does while embedded (this*item.w_class)
pain_stam_pctThis percentage of all pain will be dealt as stam damage rather than brute (0-1)
parentThing that we're attached to
remove_pain_multCoefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)
rip_timeTime in ticks, total removal time = (this*item.w_class)

Procs

can_embedIs passed victim a valid target for us to embed into?
create_copyCreates a copy and sets all of its relevant variables Children should override this with new variables if they add any "generic" ones
damaging_removal_effectHandles damage effects upon forceful removal
examined_tagsSomeone inspected our embeddable item
failed_embedWe'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_outCalled when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls remove_embedding()
is_harmlessDoes this item deal any damage when embedding or jostling inside of someone?
jostle_effectsEffects which should occur when the owner moves, sometimes
magic_pullCalled when an object is ripped out of someone's body by magic or other abnormal means
on_attackbyWhen someone attempts to pluck us with tweezers or wirecutters
on_ex_actSo the sticky grenades chain-detonate, because mobs are very careful with which of their contents they blow up
on_removedMove self to owner's turf when our limb gets removed
on_successful_embedProc which is called upon successfully embedding into someone/something, for children to override
owner_movedWhen owner moves around, attempt to jostle the item
register_onRegisters ourselves with an item
remove_embeddingThe 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_outSomeone attempted to pull us out! Either the owner by inspecting themselves, or someone else by examining the owner and clicking the link.
roll_embed_chanceCalculates the actual chance to embed based on armour penetration and throwing speed, then returns true if we pass that probability check
set_ownerRegisters signals that our owner should have Handles jostling, tweezing embedded items out and grenade chain reactions
setup_shrapnelUsed for custom logic while setting up shrapnel payload
stop_embeddingAvoid 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_embedAttempts to embed an object
try_embed_projectileAttempts to embed shrapnel from a projectile
try_pluckAttempt to pluck out the embedded item using tweezers of some kind
weapon_disappearedWhenever 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