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

fishing_challenge

Vars

active_effect_cdThe cooldown between switching active effects
active_effectsA list of possible active minigame effects. If not empty, one will be picked from time to time.
backgroundBackground icon state from fishing_hud.dmi
bait_bounce_multBy how much the bait recoils back when hitting the bounds of the slider while idle
bait_heightHow much space the bait takes on the minigame slider
bait_pixel_heightThe height in pixels of the bait bar
bait_positionThe position of the bait on the minigame slider
bait_velocityThe current speed the bait is moving at
completedIs it finished (either by win/lose or window closing)
completionThe completion score. If it reaches 100, it's a win. If it reaches 0, it's a loss.
completion_gainHow much completion is gained per second when the bait area is intersecting with the fish's
completion_lossHow much completion is lost per second when the bait area is not intersecting with the fish's
current_active_effectThe current active effect
deceleration_multThe multiplier of deceleration of velocity that happens when the bait switches direction
difficultyMinigame difficulty
fish_heightHow much space the fish takes on the minigame slider
fish_iconFish icon state from fishing_hud.dmi
fish_pixel_heightThe height in pixels of the fish
fish_positionThe position of the fish on the minigame slider
fish_sourceKeep track of the fish source from which we're pulling the reward
fishing_hudThe background as shown in the minigame, and the holder of the other visual overlays
fishing_lineFishing line visual
floatfloat visual
gravity_velocityThe acceleration of the bait while not reeling
last_baiting_clickThe last time we clicked during the baiting phase
locationThe physical fishing spot our float is hovering
next_phase_timerTimer for the next phase
phaseCurrent phase
reeling_stateWhether the bait is idle or reeling up or down (left and right click)
reeling_velocityThe acceleration of the bait while reeling
reward_pathResult path
special_effectsRule modifiers (eg weighted bait)
start_timeWhen the ui minigame phase started
used_rodRod that is used for the challenge
userFishing mob
wait_time_rangeThe lower and upper bounds of the waiting phase timer

Procs

get_stack_traceThrows a stack with prefixed text.
interruptChallenge interrupted by something external
is_fish_on_baitReturns TRUE if the fish and the bait are intersecting
move_baitThe proc that moves the bait around, just like in the old TGUI, mostly.
on_user_logoutThe player is no longer around to play the minigame, so we interrupt it.
prepare_minigame_hudInitialize the minigame hud and register some signals to make it work.
processUpdate the state of the fish, the bait and the hud
register_reward_signalsProc responsible for registering the signals for difficulty and possible reward. Call this if you want to override the fish source from which we roll rewards (preferably before the minigame phase).
remove_minigame_hudStop processing and remove references to the minigame hud
select_active_effectThe proc that handles fancy effects like flipping the hud or skewing movement
set_lure_timersSet the timers for lure that need to be spun at intervals.
start_minigame_phaseGet the difficulty and other variables, than start the minigame
start_reelingWhile the mouse button is held down, the bait will be reeling up (or down on r-click if the bidirectional rule is enabled)
stop_reelingReset the reeling state to idle once the mouse button is released
update_visualsupdate the vertical pixel position of both fish and bait, and the icon state of the completion bar

Var Details

active_effect_cd

The cooldown between switching active effects

active_effects

A list of possible active minigame effects. If not empty, one will be picked from time to time.

background

Background icon state from fishing_hud.dmi

bait_bounce_mult

By how much the bait recoils back when hitting the bounds of the slider while idle

bait_height

How much space the bait takes on the minigame slider

bait_pixel_height

The height in pixels of the bait bar

bait_position

The position of the bait on the minigame slider

bait_velocity

The current speed the bait is moving at

completed

Is it finished (either by win/lose or window closing)

completion

The completion score. If it reaches 100, it's a win. If it reaches 0, it's a loss.

completion_gain

How much completion is gained per second when the bait area is intersecting with the fish's

completion_loss

How much completion is lost per second when the bait area is not intersecting with the fish's

current_active_effect

The current active effect

deceleration_mult

The multiplier of deceleration of velocity that happens when the bait switches direction

difficulty

Minigame difficulty

fish_height

How much space the fish takes on the minigame slider

fish_icon

Fish icon state from fishing_hud.dmi

fish_pixel_height

The height in pixels of the fish

fish_position

The position of the fish on the minigame slider

fish_source

Keep track of the fish source from which we're pulling the reward

fishing_hud

The background as shown in the minigame, and the holder of the other visual overlays

fishing_line

Fishing line visual

float

float visual

gravity_velocity

The acceleration of the bait while not reeling

last_baiting_click

The last time we clicked during the baiting phase

location

The physical fishing spot our float is hovering

next_phase_timer

Timer for the next phase

phase

Current phase

reeling_state

Whether the bait is idle or reeling up or down (left and right click)

reeling_velocity

The acceleration of the bait while reeling

reward_path

Result path

special_effects

Rule modifiers (eg weighted bait)

start_time

When the ui minigame phase started

used_rod

Rod that is used for the challenge

user

Fishing mob

wait_time_range

The lower and upper bounds of the waiting phase timer

Proc Details

get_stack_trace

Throws a stack with prefixed text.

interrupt

Challenge interrupted by something external

is_fish_on_bait

Returns TRUE if the fish and the bait are intersecting

move_bait

The proc that moves the bait around, just like in the old TGUI, mostly.

on_user_logout

The player is no longer around to play the minigame, so we interrupt it.

prepare_minigame_hud

Initialize the minigame hud and register some signals to make it work.

process

Update the state of the fish, the bait and the hud

register_reward_signals

Proc responsible for registering the signals for difficulty and possible reward. Call this if you want to override the fish source from which we roll rewards (preferably before the minigame phase).

remove_minigame_hud

Stop processing and remove references to the minigame hud

select_active_effect

The proc that handles fancy effects like flipping the hud or skewing movement

set_lure_timers

Set the timers for lure that need to be spun at intervals.

start_minigame_phase

Get the difficulty and other variables, than start the minigame

start_reeling

While the mouse button is held down, the bait will be reeling up (or down on r-click if the bidirectional rule is enabled)

stop_reeling

Reset the reeling state to idle once the mouse button is released

update_visuals

update the vertical pixel position of both fish and bait, and the icon state of the completion bar