baton
Vars | |
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. |
Procs | |
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: |
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. |
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.
- Depending on its return value, it'll either do a normal attack, continue to the next step or stop the attack.
[/finalize_baton_attack()] is then called. It handles logging stuff, sound effects and calls baton_effect().
- The proc is also called in other situations such as stunbatons right clicking or throw impact. Basically when baton_attack()
- checks are either redundant or unnecessary.
[/baton_effect()] is third in the line. It knockdowns targets, along other effects called in additional_effects_cyborg() and
- additional_effects_non_cyborg().
Last but not least [/set_batoned()], which gives the target the IWASBATONED trait with REF(user) as source and then removes it
- after a cooldown has passed. Basically, it stops users from cheesing the cooldowns by dual wielding batons.
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.