slot_machine 
Vars | |
| house_bank_account | The optional bank account used as the machine's bank. Player losses are deposited here, while payouts and jackpots are deducted from its balance |
|---|---|
| jackpot_path | The symbol typepath that pays out the jackpot when it lines up five wide |
| slot_adjectives | Used to determine the 1st name of the slot machine. Name = "[adjective] [noun]" |
| slot_nouns | Used to determine the 2nd name of the slot machine. Name = "[adjective] [noun]" |
| symbol_data | Cached list of symbol data (id/name/icon/icon_state) sent to ui_static_data |
| symbol_paths | Typepaths representing the symbols shown on this machine's reels |
| trap_path | The symbol typepath that activates a trap when it lines up five wide (set to null to disable) |
Procs | |
| activate_trap | Triggers a negative effect for a slot machine if all trap icons are lined up in the middle |
| build_symbol_data | Builds symbol_data from symbol_paths to be used for DmIcon in TGUI |
| can_spin | Check if the machine can be spun |
| check_middle_row_all | Checks for a jackpot (5 matching symbols in the middle row) for the given symbol typepath |
| dispense | Dispense the given amount. If machine is set to use coins, will use the specified coin type. If throwit and target are set, will launch the payment at the target |
| get_lines | Finds the largest number of consecutive matching icons in a row |
| give_money | Give the specified amount of money. If the amount is greater than the amount of prize money available, add the difference as balance |
| give_payout | Pay out the specified amount in either coins or holochips |
| give_prizes | Checks if any prizes have been won, and pays them out |
| has_funds_to_pay | Returns TRUE if the owner has enough funds to payout |
| make_machine_name | Generates a randomised slot name by pulling an adjective and a noun Produces things like "Lucky Sevens", "Robust Payday", "Honking Bonanza", etc. |
| randomize_reels | Randomize the states of all reels |
Var Details
house_bank_account 
The optional bank account used as the machine's bank. Player losses are deposited here, while payouts and jackpots are deducted from its balance
jackpot_path 
The symbol typepath that pays out the jackpot when it lines up five wide
slot_adjectives 
Used to determine the 1st name of the slot machine. Name = "[adjective] [noun]"
slot_nouns 
Used to determine the 2nd name of the slot machine. Name = "[adjective] [noun]"
symbol_data 
Cached list of symbol data (id/name/icon/icon_state) sent to ui_static_data
symbol_paths 
Typepaths representing the symbols shown on this machine's reels
trap_path 
The symbol typepath that activates a trap when it lines up five wide (set to null to disable)
Proc Details
activate_trap
Triggers a negative effect for a slot machine if all trap icons are lined up in the middle
build_symbol_data
Builds symbol_data from symbol_paths to be used for DmIcon in TGUI
can_spin
Check if the machine can be spun
check_middle_row_all
Checks for a jackpot (5 matching symbols in the middle row) for the given symbol typepath
dispense
Dispense the given amount. If machine is set to use coins, will use the specified coin type. If throwit and target are set, will launch the payment at the target
get_lines
Finds the largest number of consecutive matching icons in a row
give_money
Give the specified amount of money. If the amount is greater than the amount of prize money available, add the difference as balance
give_payout
Pay out the specified amount in either coins or holochips
give_prizes
Checks if any prizes have been won, and pays them out
has_funds_to_pay
Returns TRUE if the owner has enough funds to payout
make_machine_name
Generates a randomised slot name by pulling an adjective and a noun Produces things like "Lucky Sevens", "Robust Payday", "Honking Bonanza", etc.
randomize_reels
Randomize the states of all reels