obj
Vars | |
always_reskinnable | Can always be modified |
---|---|
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 |
current_skin | The item reskin |
damage_deflection | Damage under this value will be completely ignored |
reskin_binding | How to bring up the reskinning menu |
unique_reskin | List of options to reskin. |
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. |
fire_act | FIRE |
reskin_obj | Do you want to make overrides, of course you do! Will be called if an object was reskinned successfully |
setAnchored | @depricated DO NOT USE |
Var Details
always_reskinnable
Can always be modified
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
current_skin
The item reskin
damage_deflection
Damage under this value will be completely ignored
reskin_binding
How to bring up the reskinning menu
unique_reskin
List of options to reskin.
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
- caller- The movable we're checking pass flags for, if we're making any such checks
fire_act
FIRE
reskin_obj
Do you want to make overrides, of course you do! Will be called if an object was reskinned successfully
setAnchored
@depricated DO NOT USE