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

obj

Vars

bare_wound_bonusIf this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
custom_fire_overlayCustom fire overlay icon
id_tagMap tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god.
network_idNetwork id. If set it can be found by either its hardware id or by the id tag if thats set. It can also be broadcasted to as long as the other guys network is on the same branch or above.
wound_bonusHow good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.

Procs

CanAStarPassThis proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system.
DestroyNeeds to run before as ComponentInitialize runs after this statement...why do we have ComponentInitialize again?
GetExplosionBlockreturns how much the object blocks an explosion. Used by subtypes.
acid_actthe obj's reaction when touched by acid
acid_meltcalled when the obj is destroyed by acid.
atom_destructionwhat happens when the obj's integrity reaches zero.
attack_tk_grabTelekinesis object grab act.
burncalled when the obj is destroyed by fire
check_reskin_menuChecks if we are allowed to interact with a radial menu for reskins
deconstructthe obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
expose_reagentsHandles exposing an object to reagents.
extinguishCalled when the obj is no longer on fire.
fire_act/ FIRE Called when the obj is exposed to fire.
integrate_amountReturn used to determine how many resources a swarmer gains when consuming an object
pipe_ejectGeneral proc used to expel a holder's contents through src (for bins holder is also the src).
reskin_objReskins object based on a user's choice
zap_actCalled when the obj is hit by a tesla bolt.
zap_buckle_checkOnly tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.

Var Details

bare_wound_bonus

If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh

custom_fire_overlay

Custom fire overlay icon

id_tag

Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god.

network_id

Network id. If set it can be found by either its hardware id or by the id tag if thats set. It can also be broadcasted to as long as the other guys network is on the same branch or above.

wound_bonus

How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.

Proc Details

CanAStarPass

This proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system.

Trying to generate one long path across the station will call this proc on every single object on every single tile that we're seeing if we can move through, likely multiple times per tile since we're likely checking if we can access said tile from multiple directions, so keep these as lightweight as possible.

Arguments:

Destroy

Needs to run before as ComponentInitialize runs after this statement...why do we have ComponentInitialize again?

GetExplosionBlock

returns how much the object blocks an explosion. Used by subtypes.

acid_act

the obj's reaction when touched by acid

acid_melt

called when the obj is destroyed by acid.

atom_destruction

what happens when the obj's integrity reaches zero.

attack_tk_grab

Telekinesis object grab act.

burn

called when the obj is destroyed by fire

check_reskin_menu

Checks if we are allowed to interact with a radial menu for reskins

Arguments:

deconstruct

the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.

expose_reagents

Handles exposing an object to reagents.

extinguish

Called when the obj is no longer on fire.

fire_act

/ FIRE Called when the obj is exposed to fire.

integrate_amount

Return used to determine how many resources a swarmer gains when consuming an object

pipe_eject

General proc used to expel a holder's contents through src (for bins holder is also the src).

reskin_obj

Reskins object based on a user's choice

Arguments:

zap_act

Called when the obj is hit by a tesla bolt.

zap_buckle_check

Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.