manipulator
Procs | |
attack_self | handles untargeted use of blood rites |
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blood_draw | handles blood rites use on turfs, blood pools, and blood trails |
cast_spell | handles inhand use of blood rites on constructs, humans, or non-living blood sources |
drain_victim | handles blood rites use on a non-cultist human |
heal_construct | handles blood rites usage on constructs |
heal_cultist | handles blood rites usage on human cultists |
Proc Details
attack_self
handles untargeted use of blood rites
allows user to trade in spell uses for equipment or spells
blood_draw
handles blood rites use on turfs, blood pools, and blood trails
cast_spell
handles inhand use of blood rites on constructs, humans, or non-living blood sources
see '/obj/item/melee/blood_magic/manipulator/proc/heal_construct' for construct/shade behavior see '/obj/item/melee/blood_magic/manipulator/proc/heal_cultist' for human cultist behavior see '/obj/item/melee/blood_magic/manipulator/proc/drain_victim' for human non-cultist behavior if any of the above procs return FALSE, '/obj/item/melee/blood_magic/afterattack' will not be called
'/obj/item/melee/blood_magic/manipulator/proc/blood_draw' handles blood pools/trails and does not affect parent proc
drain_victim
handles blood rites use on a non-cultist human
returns TRUE if blood is successfully drained from the victim
heal_construct
handles blood rites usage on constructs
will only return TRUE if some amount healing is done
heal_cultist
handles blood rites usage on human cultists
first restores blood, then heals damage. healing damage is more expensive, especially if performed on oneself returns TRUE if some amount of blood is restored and/or damage is healed