Shiptest 13 - Modules - TypesDefine Details

code/__DEFINES/combat.dm

BRUTEPhysical fracturing and warping of the material.
BURNScorching and charring of the material.
TOXPoisoning. Mostly caused by reagents.
OXYSuffocation.
STAMINAExhaustion and nonlethal damage.
BRAINBrain damage. Should probably be decommissioned and replaced with proper organ damage.
ACIDInvolves corrosive substances.
BIOInvolved in checking whether a disease can infect or spread. Also involved in xeno neurotoxin.
BOMBInvolves a shockwave, usually from an explosion.
BULLETInvolves a solid projectile.
CONSUMEInvolves being eaten
ENERGYInvolves an EMP or energy-based projectile.
FIREInvolves fire or temperature extremes.
LASERInvolves a laser.
MELEEInvolves a melee attack or a thrown object.
WOUNDInvolved in checking the likelihood of applying a wound to a mob.
EMBEDDED_PAIN_CHANCEChance for embedded objects to cause pain (damage user)
EMBEDDED_ITEM_FALLOUTChance for embedded object to fall out (causing pain but removing the object)
EMBED_CHANCEChance for an object to embed into somebody when thrown
EMBEDDED_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does while embedded (this*item.w_class)
EMBEDDED_IMPACT_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
EMBED_THROWSPEED_THRESHOLDThe minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)
EMBEDDED_UNSAFE_REMOVAL_TIMEA Time in ticks, total removal time = (this*item.w_class)
EMBEDDED_JOSTLE_CHANCEChance for embedded objects to cause pain every time they move (jostle)
EMBEDDED_JOSTLE_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does while
EMBEDDED_PAIN_STAM_PCTThis percentage of all pain will be dealt as stam damage rather than brute (0-1)
EMBED_CHANCE_SPEED_BONUSFor thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance
SECONDARY_ATTACK_CALL_NORMALAlternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.
SECONDARY_ATTACK_CANCEL_ATTACK_CHAINCancels the attack chain entirely.
SECONDARY_ATTACK_CONTINUE_CHAINProceed with the attack chain, but don't call the normal methods.
PENETRATE_ARMOURCalculates the new armour value after armour penetration. Can return negative values, and those must be caught.

Define Details

ACID

Involves corrosive substances.

BIO

Involved in checking whether a disease can infect or spread. Also involved in xeno neurotoxin.

BOMB

Involves a shockwave, usually from an explosion.

BRAIN

Brain damage. Should probably be decommissioned and replaced with proper organ damage.

BRUTE

Physical fracturing and warping of the material.

BULLET

Involves a solid projectile.

BURN

Scorching and charring of the material.

CONSUME

Involves being eaten

EMBEDDED_IMPACT_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)

EMBEDDED_ITEM_FALLOUT

Chance for embedded object to fall out (causing pain but removing the object)

EMBEDDED_JOSTLE_CHANCE

Chance for embedded objects to cause pain every time they move (jostle)

EMBEDDED_JOSTLE_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does while

EMBEDDED_PAIN_CHANCE

Chance for embedded objects to cause pain (damage user)

EMBEDDED_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)

EMBEDDED_PAIN_STAM_PCT

This percentage of all pain will be dealt as stam damage rather than brute (0-1)

EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER

Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)

EMBEDDED_UNSAFE_REMOVAL_TIME

A Time in ticks, total removal time = (this*item.w_class)

EMBED_CHANCE

Chance for an object to embed into somebody when thrown

EMBED_CHANCE_SPEED_BONUS

For thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance

EMBED_THROWSPEED_THRESHOLD

The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)

ENERGY

Involves an EMP or energy-based projectile.

FIRE

Involves fire or temperature extremes.

LASER

Involves a laser.

MELEE

Involves a melee attack or a thrown object.

OXY

Suffocation.

PENETRATE_ARMOUR

Calculates the new armour value after armour penetration. Can return negative values, and those must be caught.

SECONDARY_ATTACK_CALL_NORMAL

Alternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.

SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN

Cancels the attack chain entirely.

SECONDARY_ATTACK_CONTINUE_CHAIN

Proceed with the attack chain, but don't call the normal methods.

STAMINA

Exhaustion and nonlethal damage.

TOX

Poisoning. Mostly caused by reagents.

WOUND

Involved in checking the likelihood of applying a wound to a mob.