objective_item
Vars | |
altitems | List of additional items which also count, for things like blueprints |
---|---|
difficulty | How hard it is to steal this item given normal circumstances, ranked on a scale of 1 to 5. |
excludefromjob | Jobs which cannot generate this objective (no stealing your own stuff) |
exists_on_map | Whether this item exists on the station map at the start of a round. |
item_owner | Who CARES if this item goes missing (no stealing unguarded items), often similar but not identical to the next list |
name | How the item is described in the objective |
objective_type | Defines in which contexts the item can be given as an objective |
special_equipment | Items to provide to people in order to allow them to acquire the target |
steal_hint | A hint explaining how one may find the target item. |
targetitem | Typepath of item |
valid_containers | Valid containers that the target item can be in. |
Procs | |
check_special_completion | For objectives with special checks (does that intellicard have an ai in it? etcetc) |
owner_exists | Returns true if one of the item's owners exists somewhere |
target_exists | Returns true if the target item exists |
valid_objective_for | Takes a list of minds and returns true if this is a valid objective to give to a team of these minds |
Var Details
altitems
List of additional items which also count, for things like blueprints
difficulty
How hard it is to steal this item given normal circumstances, ranked on a scale of 1 to 5.
1 - Probably found in a public area 2 - Likely on someone's person, or in a less-than-public but otherwise unguarded area 3 - Usually on someone's person, or in a locked locker or otherwise secure area 4 - Always on someone's person, or in a secure area 5 - You know it when you see it. Things like the Nuke Disc which have a pointer to it at all times.
Also accepts 0 as "extremely easy to steal" and >5 as "almost impossible to steal"
excludefromjob
Jobs which cannot generate this objective (no stealing your own stuff)
exists_on_map
Whether this item exists on the station map at the start of a round.
item_owner
Who CARES if this item goes missing (no stealing unguarded items), often similar but not identical to the next list
name
How the item is described in the objective
objective_type
Defines in which contexts the item can be given as an objective
special_equipment
Items to provide to people in order to allow them to acquire the target
steal_hint
A hint explaining how one may find the target item.
targetitem
Typepath of item
valid_containers
Valid containers that the target item can be in.
Proc Details
check_special_completion
For objectives with special checks (does that intellicard have an ai in it? etcetc)
owner_exists
Returns true if one of the item's owners exists somewhere
target_exists
Returns true if the target item exists
valid_objective_for
Takes a list of minds and returns true if this is a valid objective to give to a team of these minds