SPLURT Station 13 - Modules - TypesVar Details - Proc Details

living

Mob Living

Vars

active_block_itemThe item the user is actively blocking with if any.
active_parry_itemThe itme the user is currently parrying with, if any.
block_parry_dataOur block_parry_data for unarmed blocks/parries. Currently only used for parrying, as unarmed block isn't implemented yet. YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
buckle_message_cooldownNext world.time when we can get the "you can't move while buckled to [thing]" message.
combat_flags/ CITADEL STATION COMBAT //// See __DEFINES/combat.dm
combatmessagecooldownNext world.time when we will show a visible message on entering combat mode voluntarily again.
default_block_parry_dataDefault
last_autoparryLast autoparry
navigate_cooldownCooldown of the navigate() verb.
next_preyloopNext time vore sounds get played for the prey, do not change manually as it is intended to be set automatically
parry_end_time_lastworld.time of last parry end
parry_start_timeworld.time of parry action start
parry_visual_effectCurrent parry effect.
parryingWhether or not the user is in the middle of an active parry. Set to UNARMED_PARRY, [ITEM_PARRY], [MARTIAL_PARRY] if parrying.
pugilist_block_parry_dataIf we're a pugilist
stamina_bufferOur stamina buffer
stamina_buffer_last_useLast time we used stamina buffer
stamina_buffer_regen_lastLast time stamina buffer regen was done
stamina_buffer_regen_modStamina buffer regen modifier
successful_parriesSuccessful parries within the current parry cycle. It's a list of efficiency percentages.
successful_parry_counterattacksCurrent parry counterattacks. Makes sure we can only counterattack someone once per parry.
vore_organsList of vore containers inside a mob
vore_selectedDefault to no vore capability.
vore_smellWhat the character smells like
vore_tasteWhat the character tastes like

Procs

BiologicalLifeHandles biological life processes like chemical metabolism, breathing, etc Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
HealAllImmobilityUpToMakes sure all 5 of the non-knockout immobilizing status effects are lower or equal to amount.
IsDazedDAZED
IsFrozenFROZEN
IsImmobilizedIMMOBILIZED
IsKnockdownKNOCKDOWN
IsParalyzedPARALYZED
IsSleepingSLEEPING
IsStaggeredSTAGGERED
IsStunSTUN
IsUnconsciousUNCONSCIOUS
LifeCalled by SSmobs at an interval of 2 seconds. Splits off into PhysicalLife() and BiologicalLife(). Override those instead of this.
PhysicalLifeHandles physical life processes like being on fire. Don't ask why this is considered "Life". Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
RechargeStaminaBufferBoosts our stamina buffer by this much.
ShoveOffBalanceOFF BALANCE/SHOVIES
UpdateStaminaBufferUpdates our stamina buffer amount.
UseStaminaBufferAttempts to use an amount of stamina from our stamina buffer. Does not use anything if we don't have enough.
active_block_effect_endVisual effect cleanup for starting a directional block
active_block_effect_startVisual effect setup for starting a directional block
active_parry_reflex_counterCalled when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
add_movespeed_mod_immunitiesIgnores specific slowdowns. Accepts a list of slowdowns.
add_quirkDISABILITIES
add_stun_absorptionSTUN ABSORPTION
apply_damageApplies damage to this mob
attempt_auto_parryAttempts to automatically parry an attacker.
bleedDragAmountReturns how much blood we're losing from being dragged a tile, from [mob/living/proc/makeTrail]
can_move_under_livingwhether or not we can slide under another living mob. defaults to if we're not dense. CanPass should check "overriding circumstances" like buckled mobs/having PASSMOB flag, etc.
change_genderGender Change
check_orgasmActs properly if the given genital has orgasm modifiers
check_unarmed_parry_activation_specialCheck if we can unarmed parry
cure_blindTRAIT PROCS
determine_parry_methodMassive snowflake proc for getting something to parry with.
do_facefartU N H O L Y
do_resistThe actual proc for resisting. Return TRUE to give CLICK_CD_RESIST clickdelay.
do_run_block
electrocute_actAs the name suggests, this should be called to apply electric shocks.
end_parry_sequenceCalled via timer when the parry sequence ends.
find_active_block_itemGets the first item we can that can block, but if that fails, default to active held item.COMSIG_ENABLE_COMBAT_MODE
find_backup_parry_itemTries to find a backup parry item. Does not look at active held item.
find_nearest_stair_or_ladderFinds nearest ladder or staircase either up or down.
get_blocking_itemsGets an unsortedlist of objects to run block checks on. List must have associative values for priorities!
get_equipped_itemsUsed to return a list of equipped items on a mob; does not include held items (use get_all_gear)
get_fluid_modReturns the fluid modifier if the genital has one.
get_parry_dataGets the datum/block_parry_data we're going to use to parry.
get_parry_stageGets the stage of our parry sequence we're currently in.
get_parry_timeGets the current decisecond "frame" of an active parry.
handle_block_parryCalled every life tick to handle blocking/parrying effects.
handle_parry_ending_effectsHandles ending effects for parrying.
handle_parry_starting_effectsHandles starting effects for parrying.
handle_post_sexHandles the sex, if cumming returns true.
hasparasitesparasite tracking/finding procs
hud_set_nanite_indicatorDiagnostic HUDs!
ignore_slowdownIgnores all slowdowns that lack the IGNORE_NOSLOW flag.
initiate_parry_sequenceInitiates a parrying sequence.
is_barefootAre we wearing something that covers our shoes?
is_bottomlessAre we wearing something that covers our groin?
is_toplessAre we wearing something that covers our chest?
keybind_parryCalled from keybindings.
keybind_start_active_blockingProc called by keybindings to start active blocking.
keybind_stop_active_blockingProc called by keybindings to stop active blocking.
keybind_toggle_active_blockingProc called by keybindings to toggle active blocking.
remove_movespeed_mod_immunitiesUnignores specific slowdowns. Accepts a list of slowdowns.
resistResist verb for attempting to get out of whatever is restraining your motion. Gives you resist clickdelay if do_resist() returns true.
run_parrysame return values as normal blocking, called with absolute highest priority in the block "chain".
run_parry_countereffectsRun counterattack if any
shared_living_ui_distancepublic
subtleVERB CODE
subtlerVERB CODE 2
subtler_tableVERB CODE 3
toggle_admin_freezeToggle admin frozen
toggle_admin_sleepToggle admin sleeping
transfer_blood_toBLOOD TRANSFERS
unignore_slowdownUnignores all slowdowns that lack the IGNORE_NOSLOW flag.
update_sizeReturns false on failure

Var Details

active_block_item

The item the user is actively blocking with if any.

active_parry_item

The itme the user is currently parrying with, if any.

block_parry_data

Our block_parry_data for unarmed blocks/parries. Currently only used for parrying, as unarmed block isn't implemented yet. YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!

buckle_message_cooldown

Next world.time when we can get the "you can't move while buckled to [thing]" message.

combat_flags

/ CITADEL STATION COMBAT //// See __DEFINES/combat.dm

combatmessagecooldown

Next world.time when we will show a visible message on entering combat mode voluntarily again.

default_block_parry_data

Default

last_autoparry

Last autoparry

navigate_cooldown

Cooldown of the navigate() verb.

next_preyloop

Next time vore sounds get played for the prey, do not change manually as it is intended to be set automatically

parry_end_time_last

world.time of last parry end

parry_start_time

world.time of parry action start

parry_visual_effect

Current parry effect.

parrying

Whether or not the user is in the middle of an active parry. Set to UNARMED_PARRY, [ITEM_PARRY], [MARTIAL_PARRY] if parrying.

pugilist_block_parry_data

If we're a pugilist

stamina_buffer

Our stamina buffer

stamina_buffer_last_use

Last time we used stamina buffer

stamina_buffer_regen_last

Last time stamina buffer regen was done

stamina_buffer_regen_mod

Stamina buffer regen modifier

successful_parries

Successful parries within the current parry cycle. It's a list of efficiency percentages.

successful_parry_counterattacks

Current parry counterattacks. Makes sure we can only counterattack someone once per parry.

vore_organs

List of vore containers inside a mob

vore_selected

Default to no vore capability.

vore_smell

What the character smells like

vore_taste

What the character tastes like

Proc Details

BiologicalLife

Handles biological life processes like chemical metabolism, breathing, etc Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.

HealAllImmobilityUpTo

Makes sure all 5 of the non-knockout immobilizing status effects are lower or equal to amount.

IsDazed

DAZED

IsFrozen

FROZEN

IsImmobilized

IMMOBILIZED

IsKnockdown

KNOCKDOWN

IsParalyzed

PARALYZED

IsSleeping

SLEEPING

IsStaggered

STAGGERED

IsStun

STUN

IsUnconscious

UNCONSCIOUS

Life

Called by SSmobs at an interval of 2 seconds. Splits off into PhysicalLife() and BiologicalLife(). Override those instead of this.

PhysicalLife

Handles physical life processes like being on fire. Don't ask why this is considered "Life". Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.

RechargeStaminaBuffer

Boosts our stamina buffer by this much.

ShoveOffBalance

OFF BALANCE/SHOVIES

UpdateStaminaBuffer

Updates our stamina buffer amount.

UseStaminaBuffer

Attempts to use an amount of stamina from our stamina buffer. Does not use anything if we don't have enough.

Returns TRUE or FALSE based on if we have it.

active_block_effect_end

Visual effect cleanup for starting a directional block

active_block_effect_start

Visual effect setup for starting a directional block

active_parry_reflex_counter

Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.

add_movespeed_mod_immunities

Ignores specific slowdowns. Accepts a list of slowdowns.

add_quirk

DISABILITIES

add_stun_absorption

STUN ABSORPTION

apply_damage

Applies damage to this mob

Sends [COMSIG_MOB_APPLY_DAMAGE]

Arguuments:

Returns TRUE if damage applied

attempt_auto_parry

Attempts to automatically parry an attacker.

bleedDragAmount

Returns how much blood we're losing from being dragged a tile, from [mob/living/proc/makeTrail]

can_move_under_living

whether or not we can slide under another living mob. defaults to if we're not dense. CanPass should check "overriding circumstances" like buckled mobs/having PASSMOB flag, etc.

change_gender

Gender Change

check_orgasm

Acts properly if the given genital has orgasm modifiers

Arguments:

check_unarmed_parry_activation_special

Check if we can unarmed parry

cure_blind

TRAIT PROCS

determine_parry_method

Massive snowflake proc for getting something to parry with.

@return list of [method, data, tool], where method is the parry method define, data is the block_parry_data var that must be run through return_block_parry_data, and tool is the concept/object/martial art/etc used.

do_facefart

U N H O L Y

do_resist

The actual proc for resisting. Return TRUE to give CLICK_CD_RESIST clickdelay.

do_run_block

electrocute_act

As the name suggests, this should be called to apply electric shocks.

end_parry_sequence

Called via timer when the parry sequence ends.

find_active_block_item

Gets the first item we can that can block, but if that fails, default to active held item.COMSIG_ENABLE_COMBAT_MODE

find_backup_parry_item

Tries to find a backup parry item. Does not look at active held item.

find_nearest_stair_or_ladder

Finds nearest ladder or staircase either up or down.

Arguments:

get_blocking_items

Gets an unsortedlist of objects to run block checks on. List must have associative values for priorities!

get_equipped_items

Used to return a list of equipped items on a mob; does not include held items (use get_all_gear)

Argument(s):

get_fluid_mod

Returns the fluid modifier if the genital has one.

Arguments:

get_parry_data

Gets the datum/block_parry_data we're going to use to parry.

get_parry_stage

Gets the stage of our parry sequence we're currently in.

get_parry_time

Gets the current decisecond "frame" of an active parry.

handle_block_parry

Called every life tick to handle blocking/parrying effects.

handle_parry_ending_effects

Handles ending effects for parrying.

handle_parry_starting_effects

Handles starting effects for parrying.

handle_post_sex

Handles the sex, if cumming returns true.

hasparasites

parasite tracking/finding procs

hud_set_nanite_indicator

Diagnostic HUDs!

ignore_slowdown

Ignores all slowdowns that lack the IGNORE_NOSLOW flag.

initiate_parry_sequence

Initiates a parrying sequence.

is_barefoot

Are we wearing something that covers our shoes?

is_bottomless

Are we wearing something that covers our groin?

is_topless

Are we wearing something that covers our chest?

keybind_parry

Called from keybindings.

keybind_start_active_blocking

Proc called by keybindings to start active blocking.

keybind_stop_active_blocking

Proc called by keybindings to stop active blocking.

keybind_toggle_active_blocking

Proc called by keybindings to toggle active blocking.

remove_movespeed_mod_immunities

Unignores specific slowdowns. Accepts a list of slowdowns.

resist

Resist verb for attempting to get out of whatever is restraining your motion. Gives you resist clickdelay if do_resist() returns true.

run_parry

same return values as normal blocking, called with absolute highest priority in the block "chain".

run_parry_countereffects

Run counterattack if any

shared_living_ui_distance

public

Distance versus interaction check.

required src_object atom/movable The object which owns the UI.

return UI_state The state of the UI.

subtle

VERB CODE

subtler

VERB CODE 2

subtler_table

VERB CODE 3

toggle_admin_freeze

Toggle admin frozen

toggle_admin_sleep

Toggle admin sleeping

transfer_blood_to

BLOOD TRANSFERS

unignore_slowdown

Unignores all slowdowns that lack the IGNORE_NOSLOW flag.

update_size

Returns false on failure