baton 
Vars | |
activated_word | What term do we use to describe our baton being 'ready', or the phrase to use when var/active is TRUE. |
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active | Whether this baton is active or not |
affect_cyborg | Can we stun cyborgs? |
armour_type_against_stun | What armor does our stun attack check before delivering the attack? |
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_armour_penetration | How much armor does our baton ignore? This operates as armour penetration, but only applies to the stun attack. |
stun_on_harmbaton | Boolean, if TRUE when we harmbaton someone we will also try to stun if the baton is active / not on cooldown. |
stun_time_cyborg | If affect_cyborg is TRUE, this is how long we stun cyborgs for on a hit. |
wait_desc | Text shown when trying to stun someone while the baton is on cooldown. |
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. |
baton_effect | The actual "stun()" of the stun baton |
can_baton | Checks if we can actually USE the baton. Impure |
finalize_baton_attack | Wrapper for calling "stun()" and doing relevant vfx/sfx |
get_cyborg_stun_description | Default message for stunning a cyborg. |
get_stun_description | Default message for stunning a living, non-cyborg mob. |
get_stun_penetration_value | Handles the penetration value of our baton, called during baton_effect() |
set_batoned | Used in marking a target as being hit by a baton |
Var Details
activated_word 
What term do we use to describe our baton being 'ready', or the phrase to use when var/active is TRUE.
active 
Whether this baton is active or not
affect_cyborg 
Can we stun cyborgs?
armour_type_against_stun 
What armor does our stun attack check before delivering the attack?
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_armour_penetration 
How much armor does our baton ignore? This operates as armour penetration, but only applies to the stun attack.
stun_on_harmbaton 
Boolean, if TRUE when we harmbaton someone we will also try to stun if the baton is active / not on cooldown.
stun_time_cyborg 
If affect_cyborg is TRUE, this is how long we stun cyborgs for on a hit.
wait_desc 
Text shown when trying to stun someone while the baton is on cooldown.
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.
baton_effect
The actual "stun()" of the stun baton
can_baton
Checks if we can actually USE the baton. Impure
finalize_baton_attack
Wrapper for calling "stun()" and doing relevant vfx/sfx
get_cyborg_stun_description
Default message for stunning a cyborg.
get_stun_description
Default message for stunning a living, non-cyborg mob.
get_stun_penetration_value
Handles the penetration value of our baton, called during baton_effect()
set_batoned
Used in marking a target as being hit by a baton