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

mecha_equipment

Mecha Equipment All mech equippables are currently childs of this

Vars

activeWhether the module is currently active
active_labelLabel used in the ui next to the Activate/Enable/Disable buttons
can_be_toggledWhether you can turn this module on/off with a button
can_be_triggeredWhether you can trigger this module with a button (activation only)
chassisReference to mecha that this equipment is currently attached to
destroy_soundSound file: Sound to play when this equipment is destroyed while still attached to the mech
detachableboolean: FALSE if this equipment can not be removed/salvaged
energy_drainChassis power cell quantity used on activation
equip_cooldownCooldown in ticks required between activations of the equipment
equipment_slotDetermines what "slot" this attachment will try to attach to on a mech
harmfulBoolean: whether a pacifist can use this equipment
mech_flagsBitflag. Used by exosuit fabricator to assign sub-categories based on which exosuits can equip this.
rangeBitflag. Determines the range of the equipment.

Procs

action_checksChecks whether this mecha equipment can be active Returns a bool Arguments:
detachcalled to detach this equipment Args:
do_after_checksdo after checks for the mecha equipment do afters
do_after_cooldownCooldown proc variant for using do_afters between activations instead of timers Example of usage is mech drills, rcds arguments:
do_after_mechaDo after wrapper for mecha equipment
get_snowflake_data
handle_ui_actcalled after ui_act, for custom ui act handling
needs_rearmAI mech pilot: returns TRUE if the Ai should try to reload the mecha
rearmProc for reloading weapons from HTML UI or by AI note that this is old and likely broken code
special_attaching_interactionSpecial Attaching Interaction, used to bypass normal attachment procs.

Var Details

active

Whether the module is currently active

active_label

Label used in the ui next to the Activate/Enable/Disable buttons

can_be_toggled

Whether you can turn this module on/off with a button

can_be_triggered

Whether you can trigger this module with a button (activation only)

chassis

Reference to mecha that this equipment is currently attached to

destroy_sound

Sound file: Sound to play when this equipment is destroyed while still attached to the mech

detachable

boolean: FALSE if this equipment can not be removed/salvaged

energy_drain

Chassis power cell quantity used on activation

equip_cooldown

Cooldown in ticks required between activations of the equipment

equipment_slot

Determines what "slot" this attachment will try to attach to on a mech

harmful

Boolean: whether a pacifist can use this equipment

mech_flags

Bitflag. Used by exosuit fabricator to assign sub-categories based on which exosuits can equip this.

range

Bitflag. Determines the range of the equipment.

Proc Details

action_checks

Checks whether this mecha equipment can be active Returns a bool Arguments:

detach

called to detach this equipment Args:

do_after_checks

do after checks for the mecha equipment do afters

do_after_cooldown

Cooldown proc variant for using do_afters between activations instead of timers Example of usage is mech drills, rcds arguments:

do_after_mecha

Do after wrapper for mecha equipment

get_snowflake_data

get_snowflake_data

handles the returning of snowflake data required by the UI of the mecha not the prettiest of procs honeslty returns:

handle_ui_act

called after ui_act, for custom ui act handling

needs_rearm

AI mech pilot: returns TRUE if the Ai should try to reload the mecha

rearm

Proc for reloading weapons from HTML UI or by AI note that this is old and likely broken code

special_attaching_interaction

Special Attaching Interaction, used to bypass normal attachment procs.

If an equipment needs to bypass the regular chain of events, this proc can be used to allow for that. If used, it must handle actually calling attach(), as well as any feedback to the user. Args: