/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 |
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. |
Procs | |
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. |
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.