Space Station 13 - Modules - TypesVar Details - Proc Details

obj

Vars

damage_deflectionDamage under this value will be completely ignored
emaggedIs it emagged or not?

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
bitmask_smoothObject override to prevent unanchored objects from smoothing
burncalled when the obj is destroyed by fire
extinguishCalled when the obj is no longer on fire.
fire_actFIRE
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_destructionwhat happens when the obj's integrity reaches zero.
play_attack_soundthe sound played when the obj is damaged.
run_obj_armorreturns the damage value of the attack after processing the obj's various armor protections
set_sharpnessSet whether the item should be sharp or not
ui_login_actCall this from a proc that is called in ui_act() to process login actions
ui_login_attackbyConvenience function to perform login actions when the source object is hit by specific items.
ui_login_dataAppends login state data.
ui_login_ejectAttempts to eject the inserted ID.
ui_login_getReturns (or creates) the login state for the source object.
ui_login_insertAttempts to insert an object as an ID.
ui_login_loginAttempts to log in with the given login type.
ui_login_logoutAttempts to log out.
ui_login_on_loginCalled on successful login.
ui_login_on_logoutCalled on successful logout.
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

damage_deflection

Damage under this value will be completely ignored

emagged

Is it emagged or not?

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

bitmask_smooth

Object override to prevent unanchored objects from smoothing

burn

called when the obj is destroyed by fire

extinguish

Called when the obj is no longer on fire.

fire_act

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_destruction

what happens when the obj's integrity reaches zero.

play_attack_sound

the sound played when the obj is damaged.

run_obj_armor

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

set_sharpness

Set whether the item should be sharp or not

ui_login_act

Call this from a proc that is called in ui_act() to process login actions

Arguments:

ui_login_attackby

Convenience function to perform login actions when the source object is hit by specific items.

Arguments:

ui_login_data

Appends login state data.

Arguments:

ui_login_eject

Attempts to eject the inserted ID.

Arguments:

ui_login_get

Returns (or creates) the login state for the source object.

Arguments:

ui_login_insert

Attempts to insert an object as an ID.

Arguments:

ui_login_login

Attempts to log in with the given login type.

Arguments:

ui_login_logout

Attempts to log out.

Arguments:

ui_login_on_login

Called on successful login.

Arguments:

ui_login_on_logout

Called on successful logout.

Arguments:

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.