Shiptest 13 - Modules - TypesVar Details - Proc Details

obj

Vars

bare_wound_bonusIf this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
custom_fire_overlayCustom fire overlay icon
demolition_modA multiplier to an objecet's force when used against a stucture, vechicle, machine, or robot.
wound_bonusHow good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.

Procs

CanAStarPassThis proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system.
GetExplosionBlockreturns how much the object blocks an explosion. Used by subtypes.
acid_actthe obj's reaction when touched by acid
acid_meltcalled when the obj is destroyed by acid.
acid_processingthe proc called by the acid subsystem to process the acid that's on the obj
atom_destructionwhat happens when the obj's integrity reaches zero.
burncalled when the obj is destroyed by fire
deconstructthe obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
expose_reagentsHandles exposing an object to reagents.
extinguishCalled when the obj is no longer on fire.
fire_act/ FIRE Called when the obj is exposed to fire.
hulk_damageCalled to get the damage that hulks will deal to the obj.
on_object_savedFor returning special data when the object is saved For example, or silos will return a list of their materials which will be dumped on top of them Can be customised if you have something that contains something you want saved If you put an incorrect format it will break outputting, so don't use this if you don't know what you are doing NOTE: Contents is automatically saved, so if you store your things in the contents var, don't worry about this ====Output Format Examples====: ===Single Object=== "/obj/item/folder/blue" ===Multiple Objects=== "/obj/item/folder/blue,\n /obj/item/folder/red" ===Single Object with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t}" ===Multiple Objects with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t},\n /obj/item/folder/red" ====How to save easily====: return "[thing.type][generate_tgm_metadata(thing)]" Where thing is the additional thing you want to same (For example ores inside an ORM) Just add ,\n between each thing generate_tgm_metadata(thing) handles everything inside the {} for you
zap_actCalled when the obj is hit by a tesla bolt.
zap_buckle_checkOnly tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.

Var Details

bare_wound_bonus

If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh

custom_fire_overlay

Custom fire overlay icon

demolition_mod

A multiplier to an objecet's force when used against a stucture, vechicle, machine, or robot.

wound_bonus

How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.

Proc Details

CanAStarPass

This proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system.

Trying to generate one long path across the station will call this proc on every single object on every single tile that we're seeing if we can move through, likely multiple times per tile since we're likely checking if we can access said tile from multiple directions, so keep these as lightweight as possible.

Arguments:

GetExplosionBlock

returns how much the object blocks an explosion. Used by subtypes.

acid_act

the obj's reaction when touched by acid

acid_melt

called when the obj is destroyed by acid.

acid_processing

the proc called by the acid subsystem to process the acid that's on the obj

atom_destruction

what happens when the obj's integrity reaches zero.

burn

called when the obj is destroyed by fire

deconstruct

the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.

expose_reagents

Handles exposing an object to reagents.

extinguish

Called when the obj is no longer on fire.

fire_act

/ FIRE Called when the obj is exposed to fire.

hulk_damage

Called to get the damage that hulks will deal to the obj.

on_object_saved

For returning special data when the object is saved For example, or silos will return a list of their materials which will be dumped on top of them Can be customised if you have something that contains something you want saved If you put an incorrect format it will break outputting, so don't use this if you don't know what you are doing NOTE: Contents is automatically saved, so if you store your things in the contents var, don't worry about this ====Output Format Examples====: ===Single Object=== "/obj/item/folder/blue" ===Multiple Objects=== "/obj/item/folder/blue,\n /obj/item/folder/red" ===Single Object with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t}" ===Multiple Objects with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t},\n /obj/item/folder/red" ====How to save easily====: return "[thing.type][generate_tgm_metadata(thing)]" Where thing is the additional thing you want to same (For example ores inside an ORM) Just add ,\n between each thing generate_tgm_metadata(thing) handles everything inside the {} for you

zap_act

Called when the obj is hit by a tesla bolt.

zap_buckle_check

Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.

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