/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
can_interrupt_moveIf true, the fish can jump while a target position is set, thus overriding it
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
current_velocity_limitThe current speed limit used
difficultyMinigame difficulty
fish_aiFish AI type to use
fish_heightHow much space the fish takes on the minigame slider
fish_iconFish icon state from fishing_hud.dmi
fish_idle_velocityThe base velocity of the fish, which may affect jump distances and falling speed.
fish_pixel_heightThe height in pixels of the fish
fish_positionThe position of the fish on the minigame slider
fish_velocityThe current speed the fish is moving at
fishing_hudThe background as shown in the minigame, and the holder of the other visual overlays
fishing_lineFishing line visual
gravity_velocityThe acceleration of the bait while not reeling
long_jump_chanceHow likely the fish is to perform a long jump, then multiplied by difficulty
long_jump_velocity_limitThe speed limit for the long jump
lureLure visual
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
short_jump_chanceHow likely the fish is to perform a standard jump, then multiplied by difficulty
short_jump_velocity_limitThe speed limit for the short jump
special_effectsRule modifiers (eg weighted bait)
start_timeWhen the ui minigame phase started
target_positionA position on the slider the fish wants to get to
used_rodRod that is used for the challenge
userFishing mob

Procs

DestroyFish minigame properties Enable special parameters If the chances are higher than 1% (100% at maximum difficulty), they'll scale less than proportionally (exponent less than 1) instead. This way we ensure fish with high jump chances won't get TOO jumpy until they near the maximum difficulty, at which they hit 100%
handle_clickThe lure may be out of sight if the user has moed around a corner, so the message should be displayed over him instead.
interruptChallenge interrupted by something external
move_baitMove at least 0.75 to full of the availible bar in given direction, and more likely to move in the direction where there's more space The proc that moves the bait around, just like in the old TGUI, mostly.
move_fishbring forth an active effect go back to normal The proc that moves the fish around, just like in the old TGUI, mostly.
on_line_deletedCreate fishing line visuals
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
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
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_visualsPull the brake on the velocity if the current velocity and the acceleration have different directions, making the bait less slippery, thus easier to control bidirectional baits stay bouyant while idle update 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

can_interrupt_move

If true, the fish can jump while a target position is set, thus overriding it

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

current_velocity_limit

The current speed limit used

difficulty

Minigame difficulty

fish_ai

Fish AI type to use

fish_height

How much space the fish takes on the minigame slider

fish_icon

Fish icon state from fishing_hud.dmi

fish_idle_velocity

The base velocity of the fish, which may affect jump distances and falling speed.

fish_pixel_height

The height in pixels of the fish

fish_position

The position of the fish on the minigame slider

fish_velocity

The current speed the fish is moving at

fishing_hud

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

fishing_line

Fishing line visual

gravity_velocity

The acceleration of the bait while not reeling

long_jump_chance

How likely the fish is to perform a long jump, then multiplied by difficulty

long_jump_velocity_limit

The speed limit for the long jump

lure

Lure visual

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

short_jump_chance

How likely the fish is to perform a standard jump, then multiplied by difficulty

short_jump_velocity_limit

The speed limit for the short jump

special_effects

Rule modifiers (eg weighted bait)

start_time

When the ui minigame phase started

target_position

A position on the slider the fish wants to get to

used_rod

Rod that is used for the challenge

user

Fishing mob

Proc Details

Destroy

Fish minigame properties Enable special parameters If the chances are higher than 1% (100% at maximum difficulty), they'll scale less than proportionally (exponent less than 1) instead. This way we ensure fish with high jump chances won't get TOO jumpy until they near the maximum difficulty, at which they hit 100%

handle_click

The lure may be out of sight if the user has moed around a corner, so the message should be displayed over him instead.

interrupt

Challenge interrupted by something external

move_bait

Move at least 0.75 to full of the availible bar in given direction, and more likely to move in the direction where there's more space The proc that moves the bait around, just like in the old TGUI, mostly.

move_fish

bring forth an active effect go back to normal The proc that moves the fish around, just like in the old TGUI, mostly.

on_line_deleted

Create fishing line visuals

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

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

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

Pull the brake on the velocity if the current velocity and the acceleration have different directions, making the bait less slippery, thus easier to control bidirectional baits stay bouyant while idle update the vertical pixel position of both fish and bait, and the icon state of the completion bar