SPLURT Station 13 - Modules - TypesVar Details - Proc Details

summon_weapon

A singular summoned object

How summon weapons work:

Reset() - makes it go back to its master. Target() - locks onto a target for a duration

The biggest challenge is synchronizing animations. Variables keep track of when things tick, but, animations are client-timed, and not server-timed

Animations: The weapon can only track its "intended" angle and dist "Current" pixel x/y are always calculated relative to a target from the current orbiting atom the physical effect is on There's 3 animations, MoveTo(location, angle, dist, rotation) Orbit(location) Rotate(degrees)

And an non-animation that just snaps it to a location, HardReset(location)

Vars

anglecurrent angle from victim - clockwise from 0. null if not attacking.
angle_varyrand dist to rotate during reattack phase
animation_lockanimation locked until
animation_timeridanimation lock timer
appearancemutable_appearance to use, will skip making from icon/icon state if so
atomthe actual effect
attack_damageattack damage
attack_lengthattack length in deciseconds - this is the attack animation speed in total
attack_soundattack sound
attack_speedattack delay in deciseconds - this is time spent between attacks
attack_typeattack damtype
attack_verbattack verb
distcurrent distance from victim - pixels
hosthost
iconicon file
icon_stateicon state
namename
orbit_distorbit distance from victim - pixels
orbit_dist_varyorbit distance variation from victim
reset_speedreset animation duration
reset_timeridreset timerid
rotationcurrent rotation - angles clockwise from north
statecurrent state
victimcurrently locked attack target

Procs

MoveTorelative to defaults to current location
Rotaterotation defaults to facing towards locked atom

Var Details

angle

current angle from victim - clockwise from 0. null if not attacking.

angle_vary

rand dist to rotate during reattack phase

animation_lock

animation locked until

animation_timerid

animation lock timer

appearance

mutable_appearance to use, will skip making from icon/icon state if so

atom

the actual effect

attack_damage

attack damage

attack_length

attack length in deciseconds - this is the attack animation speed in total

attack_sound

attack sound

attack_speed

attack delay in deciseconds - this is time spent between attacks

attack_type

attack damtype

attack_verb

attack verb

dist

current distance from victim - pixels

host

host

icon

icon file

icon_state

icon state

name

name

orbit_dist

orbit distance from victim - pixels

orbit_dist_vary

orbit distance variation from victim

reset_speed

reset animation duration

reset_timerid

reset timerid

rotation

current rotation - angles clockwise from north

state

current state

victim

currently locked attack target

Proc Details

MoveTo

relative to defaults to current location

Rotate

rotation defaults to facing towards locked atom