control
Vars | |
activating | If the suit is currently activating/deactivating. |
---|---|
activation_step_time | How long this MOD takes each part to seal. |
active | If the suit is deployed and turned on. |
ai | AI mob inhabiting the MOD. |
boots | MOD boots. |
charge_drain | Power usage of the MOD. |
chestplate | MOD chestplate. |
complexity | How much module complexity this MOD is carrying. |
complexity_max | How much module complexity can this MOD carry. |
cooldown_mod_move | Cooldown for AI moves. |
core | MOD core. |
extended_desc | Extended description of the theme. |
gauntlets | MOD gauntlets. |
helmet | MOD helmet. |
initial_modules | Modules the MOD should spawn with. |
interface_break | If the suit interface is broken. |
locked | If the suit is ID locked. |
malfunctioning | If the suit is malfunctioning. |
mod_parts | Associated list of parts (helmet, chestplate, gauntlets, boots) to their unsealed worn layer. |
modules | Modules the MOD currently possesses. |
movedelay | Delay between moves as AI. |
open | If the suit wire/module hatch is open. |
overslotting_parts | Associated list of parts that can overslot to their overslot (overslot means the part can cover another layer of clothing). |
seconds_electrified | How long the MOD is electrified for. |
selected_module | Currently used module. |
skin | Looks of the MOD. |
slowdown_active | Slowdown of the MOD when active. |
slowdown_inactive | Slowdown of the MOD when not active. |
theme | The MOD's theme, decides on some stuff like armor and statistics. |
ui_theme | Theme of the MOD TGUI |
wearer | Person wearing the MODsuit. |
Procs | |
choose_deploy | Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted. |
deploy | Deploys a part of the suit onto the user. |
extract_pai | Simple proc to extract the pAI from the MODsuit. It's the proc to call if you want to take it out, remove_pai() is there so atom_destruction() doesn't have any risk of sleeping. |
finish_activation | Finishes the suit's activation, starts processing |
get_wearer | Intended for callbacks, don't use normally, just get wearer by itself. |
insert_pai | Simple proc to insert the pAI into the MODsuit. |
quick_activation | Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits. |
quick_deploy | Quickly deploys all parts (or retracts if all are on the wearer) |
remove_pai | Simple proc that handles the safe removal of the pAI from a MOD control unit. |
retract | Retract a part of the suit from the user. |
seal_part | Seals or unseals the given part |
toggle_activate | Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on |
Var Details
activating
If the suit is currently activating/deactivating.
activation_step_time
How long this MOD takes each part to seal.
active
If the suit is deployed and turned on.
ai
AI mob inhabiting the MOD.
boots
MOD boots.
charge_drain
Power usage of the MOD.
chestplate
MOD chestplate.
complexity
How much module complexity this MOD is carrying.
complexity_max
How much module complexity can this MOD carry.
cooldown_mod_move
Cooldown for AI moves.
core
MOD core.
extended_desc
Extended description of the theme.
gauntlets
MOD gauntlets.
helmet
MOD helmet.
initial_modules
Modules the MOD should spawn with.
interface_break
If the suit interface is broken.
locked
If the suit is ID locked.
malfunctioning
If the suit is malfunctioning.
mod_parts
Associated list of parts (helmet, chestplate, gauntlets, boots) to their unsealed worn layer.
modules
Modules the MOD currently possesses.
movedelay
Delay between moves as AI.
open
If the suit wire/module hatch is open.
overslotting_parts
Associated list of parts that can overslot to their overslot (overslot means the part can cover another layer of clothing).
seconds_electrified
How long the MOD is electrified for.
selected_module
Currently used module.
skin
Looks of the MOD.
slowdown_active
Slowdown of the MOD when active.
slowdown_inactive
Slowdown of the MOD when not active.
theme
The MOD's theme, decides on some stuff like armor and statistics.
ui_theme
Theme of the MOD TGUI
wearer
Person wearing the MODsuit.
Proc Details
choose_deploy
Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted.
deploy
Deploys a part of the suit onto the user.
extract_pai
Simple proc to extract the pAI from the MODsuit. It's the proc to call if you want to take it out, remove_pai() is there so atom_destruction() doesn't have any risk of sleeping.
user - The person trying to take out the pAI from the MODsuit. forced - Whether or not we skip the checks and just eject the pAI. Defaults to FALSE. feedback - Whether to give feedback via balloon alerts or not. Defaults to TRUE.
finish_activation
Finishes the suit's activation, starts processing
get_wearer
Intended for callbacks, don't use normally, just get wearer by itself.
insert_pai
Simple proc to insert the pAI into the MODsuit.
user - The person trying to put the pAI into the MODsuit. card - The pAI card we're slotting in the MODsuit.
quick_activation
Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits.
quick_deploy
Quickly deploys all parts (or retracts if all are on the wearer)
remove_pai
Simple proc that handles the safe removal of the pAI from a MOD control unit.
Arguments:
- feedback - Whether or not we want to give balloon alert feedback to the ai. Defaults to FALSE.
retract
Retract a part of the suit from the user.
seal_part
Seals or unseals the given part
toggle_activate
Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on