Shiptest 13 - Modules - TypesVar Details - Proc Details

obj

Vars

current_skinHas the item been reskinned?
custom_fire_overlayCustom fire overlay icon
damage_deflectionDamage under this value will be completely ignored
unique_reskinList of options to reskin.

Procs

GetExplosionBlockreturns how much the object blocks an explosion. Used by subtypes.
acid_actthe obj's reaction when touched by acid
acid_meltcalled when the obj is destroyed by acid.
acid_processingthe proc called by the acid subsystem to process the acid that's on the obj
burncalled when the obj is destroyed by fire
check_reskin_menuChecks if we are allowed to interact with a radial menu for reskins
deconstructthe obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
expose_reagentsHandles exposing an object to reagents.
extinguishCalled when the obj is no longer on fire.
fire_act/ FIRE Called when the obj is exposed to fire.
hulk_damageCalled to get the damage that hulks will deal to the obj.
modify_max_integritychanges max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
obj_breakcalled after the obj takes damage and integrity is below integrity_failure level
obj_destructionwhat happens when the obj's integrity reaches zero.
on_object_savedFor returning special data when the object is saved For example, or silos will return a list of their materials which will be dumped on top of them Can be customised if you have something that contains something you want saved If you put an incorrect format it will break outputting, so don't use this if you don't know what you are doing NOTE: Contents is automatically saved, so if you store your things in the contents var, don't worry about this ====Output Format Examples====: ===Single Object=== "/obj/item/folder/blue" ===Multiple Objects=== "/obj/item/folder/blue,\n /obj/item/folder/red" ===Single Object with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t}" ===Multiple Objects with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t},\n /obj/item/folder/red" ====How to save easily====: return "[thing.type][generate_tgm_metadata(thing)]" Where thing is the additional thing you want to same (For example ores inside an ORM) Just add ,\n between each thing generate_tgm_metadata(thing) handles everything inside the {} for you
play_attack_soundthe sound played when the obj is damaged.
reskin_objReskins object based on a user's choice
run_obj_armorreturns the damage value of the attack after processing the obj's various armor protections
take_damageHow many mats have we found? You can only be affected by two material datums by default How much of each material is in it? Used to determine if the glass should break The glass shard that is spawned into the source item victim's chest (for cavity implanting the item) the essential proc to call when an obj must receive damage of any kind.
zap_actCalled when the obj is hit by a tesla bolt.
zap_buckle_checkOnly tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.

Var Details

current_skin

Has the item been reskinned?

custom_fire_overlay

Custom fire overlay icon

damage_deflection

Damage under this value will be completely ignored

unique_reskin

List of options to reskin.

Proc Details

GetExplosionBlock

returns how much the object blocks an explosion. Used by subtypes.

acid_act

the obj's reaction when touched by acid

acid_melt

called when the obj is destroyed by acid.

acid_processing

the proc called by the acid subsystem to process the acid that's on the obj

burn

called when the obj is destroyed by fire

check_reskin_menu

Checks if we are allowed to interact with a radial menu for reskins

Arguments:

deconstruct

the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.

expose_reagents

Handles exposing an object to reagents.

extinguish

Called when the obj is no longer on fire.

fire_act

/ FIRE Called when the obj is exposed to fire.

hulk_damage

Called to get the damage that hulks will deal to the obj.

modify_max_integrity

changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.

obj_break

called after the obj takes damage and integrity is below integrity_failure level

obj_destruction

what happens when the obj's integrity reaches zero.

on_object_saved

For returning special data when the object is saved For example, or silos will return a list of their materials which will be dumped on top of them Can be customised if you have something that contains something you want saved If you put an incorrect format it will break outputting, so don't use this if you don't know what you are doing NOTE: Contents is automatically saved, so if you store your things in the contents var, don't worry about this ====Output Format Examples====: ===Single Object=== "/obj/item/folder/blue" ===Multiple Objects=== "/obj/item/folder/blue,\n /obj/item/folder/red" ===Single Object with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t}" ===Multiple Objects with metadata=== "/obj/item/folder/blue{\n \tdir = 8;\n \tname = "special folder"\n \t},\n /obj/item/folder/red" ====How to save easily====: return "[thing.type][generate_tgm_metadata(thing)]" Where thing is the additional thing you want to same (For example ores inside an ORM) Just add ,\n between each thing generate_tgm_metadata(thing) handles everything inside the {} for you

play_attack_sound

the sound played when the obj is damaged.

reskin_obj

Reskins object based on a user's choice

Arguments:

run_obj_armor

returns the damage value of the attack after processing the obj's various armor protections

take_damage

How many mats have we found? You can only be affected by two material datums by default How much of each material is in it? Used to determine if the glass should break The glass shard that is spawned into the source item victim's chest (for cavity implanting the item) the essential proc to call when an obj must receive damage of any kind.

zap_act

Called when the obj is hit by a tesla bolt.

zap_buckle_check

Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.