weather
Causes weather to occur on a z level in certain area types
The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures. Weather always occurs on different z levels at different times, regardless of weather type. Can have custom durations, targets, and can automatically protect indoor areas.
Vars | |
aesthetic | If the weather has no purpose other than looks |
---|---|
affects_aboveground | Whether the weather affects above ground areas |
affects_underground | Whether the weather affects underground areas |
area_type | Types of area to affect |
barometer_predictable | Whether a barometer can predict when the weather will happen |
desc | description of weather |
end_duration | In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely |
end_message | Displayed once the weather is over |
end_overlay | Area overlay while weather is ending |
end_sound | Sound that plays while weather is ending |
immunity_type | Used by mobs to prevent them from being affected by the weather |
impacted_areas | Areas to be affected by the weather, calculated when the weather begins |
impacted_z_levels | The list of z-levels that this weather is actively affecting |
multiply_blend_on_main_stage | Whether the areas should use a blend multiplication during the main weather, for stuff like fulltile storms |
my_controller | Reference to the weather controller |
name | name of weather |
opacity_in_main_stage | Whether the main stage will block vision |
outside_areas | Areas that were protected by either being outside or underground |
overlay_layer | Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that. |
overlay_plane | Plane for the overlay |
protect_indoors | TRUE value protects areas with outdoors marked as false, regardless of area type |
protected_areas | Areas that are protected and excluded from the affected areas. |
sound_active_inside | A type of looping sound to be played for people inside the active weather |
sound_active_outside | A type of looping sound to be played for people outside the active weather |
sound_weak_inside | A type of looping sound to be played for people inside the winding up/ending weather |
sound_weak_outside | A type of looping sound to be played for people outside the winding up/ending weather |
stage | The stage of the weather, from 1-4 |
telegraph_duration | In deciseconds, how long from the beginning of the telegraph until the weather begins |
telegraph_message | The message displayed in chat to foreshadow the weather's beginning |
telegraph_overlay | The overlay applied to all tiles on the z-level |
telegraph_sound | The sound file played to everyone on an affected z-level |
thunder_chance | Chance for a thunder to happen. |
weather_color | Color to apply to the area while weather is occuring |
weather_duration | In deciseconds, how long the weather lasts once it begins |
weather_duration_lower | See above - this is the lowest possible duration |
weather_duration_upper | See above - this is the highest possible duration |
weather_message | Displayed in chat once the weather begins in earnest |
weather_overlay | Area overlay while the weather is occuring |
weather_sound | Looping sound while weather is occuring |
Procs | |
can_weather_act | Returns TRUE if the living mob can be affected by the weather |
end | Fully ends the weather |
start | Starts the actual weather and effects from it |
telegraph | Telegraphs the beginning of the weather on the impacted z levels |
update_areas | Updates the overlays on impacted areas |
weather_act | Affects the mob with whatever the weather does |
wind_down | Weather enters the winding down phase, stops effects |
Var Details
aesthetic
If the weather has no purpose other than looks
affects_aboveground
Whether the weather affects above ground areas
affects_underground
Whether the weather affects underground areas
area_type
Types of area to affect
barometer_predictable
Whether a barometer can predict when the weather will happen
desc
description of weather
end_duration
In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
end_message
Displayed once the weather is over
end_overlay
Area overlay while weather is ending
end_sound
Sound that plays while weather is ending
immunity_type
Used by mobs to prevent them from being affected by the weather
impacted_areas
Areas to be affected by the weather, calculated when the weather begins
impacted_z_levels
The list of z-levels that this weather is actively affecting
multiply_blend_on_main_stage
Whether the areas should use a blend multiplication during the main weather, for stuff like fulltile storms
my_controller
Reference to the weather controller
name
name of weather
opacity_in_main_stage
Whether the main stage will block vision
outside_areas
Areas that were protected by either being outside or underground
overlay_layer
Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
overlay_plane
Plane for the overlay
protect_indoors
TRUE value protects areas with outdoors marked as false, regardless of area type
protected_areas
Areas that are protected and excluded from the affected areas.
sound_active_inside
A type of looping sound to be played for people inside the active weather
sound_active_outside
A type of looping sound to be played for people outside the active weather
sound_weak_inside
A type of looping sound to be played for people inside the winding up/ending weather
sound_weak_outside
A type of looping sound to be played for people outside the winding up/ending weather
stage
The stage of the weather, from 1-4
telegraph_duration
In deciseconds, how long from the beginning of the telegraph until the weather begins
telegraph_message
The message displayed in chat to foreshadow the weather's beginning
telegraph_overlay
The overlay applied to all tiles on the z-level
telegraph_sound
The sound file played to everyone on an affected z-level
thunder_chance
Chance for a thunder to happen.
weather_color
Color to apply to the area while weather is occuring
weather_duration
In deciseconds, how long the weather lasts once it begins
weather_duration_lower
See above - this is the lowest possible duration
weather_duration_upper
See above - this is the highest possible duration
weather_message
Displayed in chat once the weather begins in earnest
weather_overlay
Area overlay while the weather is occuring
weather_sound
Looping sound while weather is occuring
Proc Details
can_weather_act
Returns TRUE if the living mob can be affected by the weather
end
Fully ends the weather
Effects no longer occur and area overlays are removed Removes weather from processing completely
start
Starts the actual weather and effects from it
Updates area overlays and sends sounds and messages to mobs to notify them Begins dealing effects from weather to mobs in the area
telegraph
Telegraphs the beginning of the weather on the impacted z levels
Sends sounds and details to mobs in the area Calculates duration and hit areas, and makes a callback for the actual weather to start
update_areas
Updates the overlays on impacted areas
weather_act
Affects the mob with whatever the weather does
wind_down
Weather enters the winding down phase, stops effects
Updates areas to be in the winding down phase Sends sounds and messages to mobs to notify them