/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.
visualDo we effect the appearance of our mob. Used to save time in preference code

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
check_failing_thresholdsChecks if an organ should/shouldn't be failing and gives the appropriate organ flag
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
exit_wardrobeUsed as callbacks by object pooling
get_availability
get_status_textCalled by medical scanners to get a simple summary of how healthy the organ is. Returns an empty string if things are fine.
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.

visual

Do we effect the appearance of our mob. Used to save time in preference code

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

check_failing_thresholds

Checks if an organ should/shouldn't be failing and gives the appropriate organ flag

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

exit_wardrobe

Used as callbacks by object pooling

get_availability

get_status_text

Called by medical scanners to get a simple summary of how healthy the organ is. Returns an empty string if things are fine.

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