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

baton

Vars

activeWhether this baton is active or not
affect_cyborgCan we stun cyborgs?
chunky_finger_usableBoolean on whether people with chunky fingers can use this baton.
clumsy_knockdown_timeThe length of the knockdown applied to the user on clumsy_check()
context_living_rmb_activeThe RMB context to show when the baton is active and targeting a living thing
context_living_rmb_inactiveThe RMB context to show when the baton is inactive and targeting a living thing
context_living_target_activeThe context to show when the baton is active and targeting a living thing
context_living_target_active_combat_modeThe context to show when the baton is active and targeting a living thing in combat mode
context_living_target_inactiveThe context to show when the baton is inactive and targeting a living thing
context_living_target_inactive_combat_modeThe context to show when the baton is inactive and targeting a living thing in combat mode
cooldownDefault wait time until can stun again.
cooldown_checkUsed interally, you don't want to modify
force_say_chanceChance of causing force_say() when stunning a human mob
knockdown_timeThe length of the knockdown applied to a struck living, non-cyborg mob.
log_stun_attackWhether the stun attack is logged. Only relevant for abductor batons, which have different modes.
on_stun_soundThe path of the default sound to play when we stun something.
on_stun_volumeThe volume of the above.
stamina_damageHow much stamina damage we deal on a successful hit against a living, non-cyborg mob.
stun_animationDo we animate the "hit" when stunning something?
stun_time_cyborgIf affect_cyborg is TRUE, this is how long we stun cyborgs for on a hit.

Procs

additional_effects_cyborgContains any special effects that we apply to cyborgs we stun. Does not include flashing the cyborg's screen, hardstunning them, etc.
additional_effects_non_cyborgContains any special effects that we apply to living, non-cyborg mobs we stun. Does not include applying a knockdown, dealing stamina damage, etc.
attackOk, think of baton attacks like a melee attack chain:
get_cyborg_stun_descriptionDefault message for stunning a cyborg.
get_stun_descriptionDefault message for stunning a living, non-cyborg mob.
get_unga_dunga_cyborg_stun_descriptionDefault message for trying to stun a cyborg with a baton that can't stun cyborgs.
get_wait_descriptionDescription for trying to stun when still on cooldown.

Var Details

active

Whether this baton is active or not

affect_cyborg

Can we stun cyborgs?

chunky_finger_usable

Boolean on whether people with chunky fingers can use this baton.

clumsy_knockdown_time

The length of the knockdown applied to the user on clumsy_check()

context_living_rmb_active

The RMB context to show when the baton is active and targeting a living thing

context_living_rmb_inactive

The RMB context to show when the baton is inactive and targeting a living thing

context_living_target_active

The context to show when the baton is active and targeting a living thing

context_living_target_active_combat_mode

The context to show when the baton is active and targeting a living thing in combat mode

context_living_target_inactive

The context to show when the baton is inactive and targeting a living thing

context_living_target_inactive_combat_mode

The context to show when the baton is inactive and targeting a living thing in combat mode

cooldown

Default wait time until can stun again.

cooldown_check

Used interally, you don't want to modify

force_say_chance

Chance of causing force_say() when stunning a human mob

knockdown_time

The length of the knockdown applied to a struck living, non-cyborg mob.

log_stun_attack

Whether the stun attack is logged. Only relevant for abductor batons, which have different modes.

on_stun_sound

The path of the default sound to play when we stun something.

on_stun_volume

The volume of the above.

stamina_damage

How much stamina damage we deal on a successful hit against a living, non-cyborg mob.

stun_animation

Do we animate the "hit" when stunning something?

stun_time_cyborg

If affect_cyborg is TRUE, this is how long we stun cyborgs for on a hit.

Proc Details

additional_effects_cyborg

Contains any special effects that we apply to cyborgs we stun. Does not include flashing the cyborg's screen, hardstunning them, etc.

additional_effects_non_cyborg

Contains any special effects that we apply to living, non-cyborg mobs we stun. Does not include applying a knockdown, dealing stamina damage, etc.

attack

Ok, think of baton attacks like a melee attack chain:

[/baton_attack()] comes first. It checks if the user is clumsy, if the target parried the attack and handles some messages and sounds.

[/finalize_baton_attack()] is then called. It handles logging stuff, sound effects and calls baton_effect().

[/baton_effect()] is third in the line. It knockdowns targets, along other effects called in additional_effects_cyborg() and

Last but not least [/set_batoned()], which gives the target the IWASBATONED trait with REF(user) as source and then removes it

TL;DR: [/baton_attack()] -> [/finalize_baton_attack()] -> [/baton_effect()] -> [/set_batoned()]

get_cyborg_stun_description

Default message for stunning a cyborg.

get_stun_description

Default message for stunning a living, non-cyborg mob.

get_unga_dunga_cyborg_stun_description

Default message for trying to stun a cyborg with a baton that can't stun cyborgs.

get_wait_description

Description for trying to stun when still on cooldown.