obj

Vars | |
| 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. |
Procs | |
| CanAStarPass | This proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system. |
| 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. |
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:
- ID- An ID card representing what access we have (and thus if we can open things like airlocks or windows to pass through them). The ID card's physical location does not matter, just the reference
- to_dir- What direction we're trying to move in, relevant for things like directional windows that only block movement in certain directions
- requester- The movable we're checking pass flags for, if we're making any such checks
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.