White Sands - 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
damage_deflectionDamage under this value will be completely ignored
wound_bonusHow good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.

Procs

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
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.
modify_max_integritychanges max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
obj_breakcalled after the obj takes damage and integrity is below integrity_failure level
obj_destructionwhat happens when the obj's integrity reaches zero.
play_attack_soundthe sound played when the obj is damaged.
run_obj_armorreturns the damage value of the attack after processing the obj's various armor protections
take_damagethe essential proc to call when an obj must receive damage of any kind.
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

damage_deflection

Damage under this value will be completely ignored

wound_bonus

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

Proc Details

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

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.

modify_max_integrity

changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.

obj_break

called after the obj takes damage and integrity is below integrity_failure level

obj_destruction

what happens when the obj's integrity reaches zero.

play_attack_sound

the sound played when the obj is damaged.

run_obj_armor

returns the damage value of the attack after processing the obj's various armor protections

take_damage

the essential proc to call when an obj must receive damage of any kind.

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.