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

organ

Vars

healing_factorHealing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick
prev_damageOrgan variables for determining what we alert the owner with when they pass/clear the damage thresholds
reagent_volThe size of the reagent container
useableWhen you take a bite you cant jam it in for surgery anymore.

Procs

applyOrganDamageAdjusts an organ's damage by the amount "damage_amount", up to a maximum amount, which is by default max damage
before_organ_replacementCalled before organs are replaced in regenerate_organs with new ones
check_damage_thresholds
examineDamage decrements by a percent of its maxhealth Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
get_availability
handle_failing_organsOrgans don't die instantly, and neither should you when you get fucked up
organ_failure
setOrganDamageSETS an organ's damage to the amount "damage_amount", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken

Var Details

healing_factor

Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick

prev_damage

Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds

reagent_vol

The size of the reagent container

useable

When you take a bite you cant jam it in for surgery anymore.

Proc Details

applyOrganDamage

Adjusts an organ's damage by the amount "damage_amount", up to a maximum amount, which is by default max damage

before_organ_replacement

Called before organs are replaced in regenerate_organs with new ones

check_damage_thresholds

examine

Damage decrements by a percent of its maxhealth Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health

get_availability

handle_failing_organs

Organs don't die instantly, and neither should you when you get fucked up

organ_failure

setOrganDamage

SETS an organ's damage to the amount "damage_amount", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken