Shiptest 13 - Modules - TypesVar Details - Proc Details

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

aestheticIf the weather has no purpose other than looks
affects_abovegroundWhether the weather affects above ground areas
affects_undergroundWhether the weather affects underground areas
area_typeTypes of area to affect
barometer_predictableWhether a barometer can predict when the weather will happen
descdescription of weather
end_durationIn deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
end_messageDisplayed once the weather is over
end_overlayArea overlay while weather is ending
end_soundSound that plays while weather is ending
immunity_typeUsed by mobs to prevent them from being affected by the weather
impacted_areasAreas to be affected by the weather, calculated when the weather begins
impacted_z_levelsThe list of z-levels that this weather is actively affecting
multiply_blend_on_main_stageWhether the areas should use a blend multiplication during the main weather, for stuff like fulltile storms
my_controllerReference to the weather controller
namename of weather
opacity_in_main_stageWhether the main stage will block vision
outside_areasAreas that were protected by either being outside or underground
overlay_layerSince 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_planePlane for the overlay
protect_indoorsTRUE value protects areas with outdoors marked as false, regardless of area type
protected_areasAreas that are protected and excluded from the affected areas.
sound_active_insideA type of looping sound to be played for people inside the active weather
sound_active_outsideA type of looping sound to be played for people outside the active weather
sound_weak_insideA type of looping sound to be played for people inside the winding up/ending weather
sound_weak_outsideA type of looping sound to be played for people outside the winding up/ending weather
stageThe stage of the weather, from 1-4
telegraph_durationIn deciseconds, how long from the beginning of the telegraph until the weather begins
telegraph_messageThe message displayed in chat to foreshadow the weather's beginning
telegraph_overlayThe overlay applied to all tiles on the z-level
telegraph_soundThe sound file played to everyone on an affected z-level
thunder_chanceChance for a thunder to happen.
weather_colorColor to apply to the area while weather is occuring
weather_durationIn deciseconds, how long the weather lasts once it begins
weather_duration_lowerSee above - this is the lowest possible duration
weather_duration_upperSee above - this is the highest possible duration
weather_messageDisplayed in chat once the weather begins in earnest
weather_overlayArea overlay while the weather is occuring
weather_soundLooping sound while weather is occuring

Procs

can_weather_actReturns TRUE if the living mob can be affected by the weather
endFully ends the weather
startStarts the actual weather and effects from it
telegraphTelegraphs the beginning of the weather on the impacted z levels
update_areasUpdates the overlays on impacted areas
weather_actAffects the mob with whatever the weather does
wind_downWeather 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