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

civilian

Computer for assigning new civilian bounties, and sending bounties for collection.

Vars

inserted_scan_idTypecast of an inserted, scanned ID card inside the console, as bounties are held within the ID card.
sheet_printer_cooldownCooldown for printing the bounty sheet, and not breaking people's eardrums.

Procs

add_bountiesHere is where cargo bounties are added to the player's bank accounts, then adjusted and scaled into a civilian bounty.
id_ejectRemoves A stored ID card.
id_insertSelf explanitory, holds the ID card in the console for bounty payout and manipulation.
looped_global_updatePerforms several global bounty updates in a row on a callback loop, adding one each time.
pick_bountyProc that assigned a civilian bounty to an ID card, from the list of potential bounties that that bank account currently has available. Available choices are assigned during add_bounties, and one is locked in here.
print_sheetHandles cooldowns and creation of a new cargo bounty sheet.
sendThis fully rewrites base behavior in order to only check for bounty objects, and no other types of objects like pirate-pads do.
setup_special_procsSpawns the roundstart "special" bounties.
update_global_bounty_listUpdates the global bounty list: First by sorting through all completed bounties on the list and deleting them. Then, adds new bounties up to the limit, defined by the update_up_to argument. The bounties to be added should not share duplicates between job subtypes. @param update_up_to How many new bounties to add to the list, up to the maximum defined by MAXIMUM_BOUNTY_JOBS. @param enable_high_priority If enabled, means that past a prob(HIGH_PRIORITY_BOUNTY_ODDS), the created bounty will have a 1.5x value multiplier and be labeled in the UI. @param running_jobs A list we generate when making multiple bounties at once, this stores the job define to prevent double dipping on the same job type.

Var Details

inserted_scan_id

Typecast of an inserted, scanned ID card inside the console, as bounties are held within the ID card.

sheet_printer_cooldown

Cooldown for printing the bounty sheet, and not breaking people's eardrums.

Proc Details

add_bounties

Here is where cargo bounties are added to the player's bank accounts, then adjusted and scaled into a civilian bounty.

id_eject

Removes A stored ID card.

id_insert

Self explanitory, holds the ID card in the console for bounty payout and manipulation.

looped_global_update

Performs several global bounty updates in a row on a callback loop, adding one each time.

pick_bounty

Proc that assigned a civilian bounty to an ID card, from the list of potential bounties that that bank account currently has available. Available choices are assigned during add_bounties, and one is locked in here.

@param choice The index of the bounty in the list of bounties that the player can choose from.

print_sheet

Handles cooldowns and creation of a new cargo bounty sheet.

send

This fully rewrites base behavior in order to only check for bounty objects, and no other types of objects like pirate-pads do.

setup_special_procs

Spawns the roundstart "special" bounties.

update_global_bounty_list

Updates the global bounty list: First by sorting through all completed bounties on the list and deleting them. Then, adds new bounties up to the limit, defined by the update_up_to argument. The bounties to be added should not share duplicates between job subtypes. @param update_up_to How many new bounties to add to the list, up to the maximum defined by MAXIMUM_BOUNTY_JOBS. @param enable_high_priority If enabled, means that past a prob(HIGH_PRIORITY_BOUNTY_ODDS), the created bounty will have a 1.5x value multiplier and be labeled in the UI. @param running_jobs A list we generate when making multiple bounties at once, this stores the job define to prevent double dipping on the same job type.