mood_event 
Vars | |
category | A category to put multiple mood events. If one of the mood events in the category is active while another mood event (from the same category) is triggered it will remove the effects of the current mood event and replace it with the new one |
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description | Description of the mood event |
event_flags | Flags that determine what kind of event this is For example, you might have a "EVENT_FEAR" flag that denotes this mood event relates to being afraid of something |
hidden | Is this mood event hidden on examine |
mood_change | An integer value that affects overall sanity over time |
owner | Owner of this mood event |
required_job | List of required jobs for this mood event |
special_screen_obj | Icon state of the unique mood event icon, if applicable |
special_screen_replace | if false, it will be an overlay instead |
timeout | How long this mood event should last |
Procs | |
add_effects | Called when added to a mob |
be_refreshed | Called when we get added to a mood datum, but a mood of our type in our category already |
be_replaced | Called when we get added to a mood datum, but a mood of a different type is in our category |
can_effect_mob | Called when this datum is created, checks if the passed mob can experience this mood event |
on_add | Wrapper for the mood event being added to a mob |
remove_effects | Called when the event is cleared from a mob |
Var Details
category 
A category to put multiple mood events. If one of the mood events in the category is active while another mood event (from the same category) is triggered it will remove the effects of the current mood event and replace it with the new one
description 
Description of the mood event
event_flags 
Flags that determine what kind of event this is For example, you might have a "EVENT_FEAR" flag that denotes this mood event relates to being afraid of something
hidden 
Is this mood event hidden on examine
mood_change 
An integer value that affects overall sanity over time
owner 
Owner of this mood event
required_job 
List of required jobs for this mood event
special_screen_obj 
Icon state of the unique mood event icon, if applicable
special_screen_replace 
if false, it will be an overlay instead
timeout 
How long this mood event should last
Proc Details
add_effects
Called when added to a mob
- ... - Any arguments passed to add_mood_event after the typepath are passed here
be_refreshed
Called when we get added to a mood datum, but a mood of our type in our category already
- home - the mood datum we are being added to
- ... - any other arguments that are passed to the mood event
Return BLOCK_NEW_MOOD to stop the new mood event from being added Return ALLOW_NEW_MOOD to allow the new mood event to be added - note this implicitly deletes [src]
be_replaced
Called when we get added to a mood datum, but a mood of a different type is in our category
- home - the mood datum we are being added to
- new_event - the new mood event that is being added
- ... - any other arguments that are passed to the mood event
Return BLOCK_NEW_MOOD to stop the new mood event from being added Return ALLOW_NEW_MOOD to allow the new mood event to be added - note this implicitly deletes [src]
can_effect_mob
Called when this datum is created, checks if the passed mob can experience this mood event
- who - the mob to check
Return TRUE if the mob can experience this mood event Return FALSE if the mob should be unaffected
on_add
Wrapper for the mood event being added to a mob
remove_effects
Called when the event is cleared from a mob