/tg/ Station 13 - Modules - TypesVar Details - Proc Details

fishing_challenge

Vars

active_effect_cdThe cooldown between switching active effects
active_effectsA list of possible active minigame effects. If not empty, one will be picked from time to time.
backgroundBackground icon state from fishing_hud.dmi
bait_bounce_multBy how much the bait recoils back when hitting the bounds of the slider while idle
bait_heightHow much space the bait takes on the minigame slider
bait_pixel_heightThe height in pixels of the bait bar
bait_positionThe position of the bait on the minigame slider
bait_velocityThe current speed the bait is moving at
completedIs it finished (either by win/lose or window closing)
completionThe completion score. If it reaches 100, it's a win. If it reaches 0, it's a loss.
completion_gainHow much completion is gained per second when the bait area is intersecting with the fish's
completion_lossHow much completion is lost per second when the bait area is not intersecting with the fish's
current_active_effectThe current active effect
difficultyMinigame difficulty
fish_heightHow much space the fish takes on the minigame slider
fish_iconFish icon state from fishing_hud.dmi
fish_pixel_heightThe height in pixels of the fish
fish_positionThe position of the fish on the minigame slider
fishing_hudThe background as shown in the minigame, and the holder of the other visual overlays
fishing_lineFishing line visual
floatfloat visual
gravity_velocityThe acceleration of the bait while not reeling
reeling_stateWhether the bait is idle or reeling up or down (left and right click)
reeling_velocityThe acceleration of the bait while reeling
reward_pathResult path
special_effectsRule modifiers (eg weighted bait)
start_timeWhen the ui minigame phase started
used_rodRod that is used for the challenge
userFishing mob

Procs

get_stack_traceThrows a stack with prefixed text.
interruptChallenge interrupted by something external
is_fish_on_baitReturns TRUE if the fish and the bait are intersecting
move_baitThe proc that moves the bait around, just like in the old TGUI, mostly.
on_user_logoutThe player is no longer around to play the minigame, so we interrupt it.
prepare_minigame_hudInitialize the minigame hud and register some signals to make it work.
processUpdate the state of the fish, the bait and the hud
remove_minigame_hudStop processing and remove references to the minigame hud
select_active_effectThe proc that handles fancy effects like flipping the hud or skewing movement
set_lure_timersSet the timers for lure that need to be spun at intervals.
start_reelingWhile the mouse button is held down, the bait will be reeling up (or down on r-click if the bidirectional rule is enabled)
stop_reelingReset the reeling state to idle once the mouse button is released
update_visualsupdate the vertical pixel position of both fish and bait, and the icon state of the completion bar

Var Details

active_effect_cd

The cooldown between switching active effects

active_effects

A list of possible active minigame effects. If not empty, one will be picked from time to time.

background

Background icon state from fishing_hud.dmi

bait_bounce_mult

By how much the bait recoils back when hitting the bounds of the slider while idle

bait_height

How much space the bait takes on the minigame slider

bait_pixel_height

The height in pixels of the bait bar

bait_position

The position of the bait on the minigame slider

bait_velocity

The current speed the bait is moving at

completed

Is it finished (either by win/lose or window closing)

completion

The completion score. If it reaches 100, it's a win. If it reaches 0, it's a loss.

completion_gain

How much completion is gained per second when the bait area is intersecting with the fish's

completion_loss

How much completion is lost per second when the bait area is not intersecting with the fish's

current_active_effect

The current active effect

difficulty

Minigame difficulty

fish_height

How much space the fish takes on the minigame slider

fish_icon

Fish icon state from fishing_hud.dmi

fish_pixel_height

The height in pixels of the fish

fish_position

The position of the fish on the minigame slider

fishing_hud

The background as shown in the minigame, and the holder of the other visual overlays

fishing_line

Fishing line visual

float

float visual

gravity_velocity

The acceleration of the bait while not reeling

reeling_state

Whether the bait is idle or reeling up or down (left and right click)

reeling_velocity

The acceleration of the bait while reeling

reward_path

Result path

special_effects

Rule modifiers (eg weighted bait)

start_time

When the ui minigame phase started

used_rod

Rod that is used for the challenge

user

Fishing mob

Proc Details

get_stack_trace

Throws a stack with prefixed text.

interrupt

Challenge interrupted by something external

is_fish_on_bait

Returns TRUE if the fish and the bait are intersecting

move_bait

The proc that moves the bait around, just like in the old TGUI, mostly.

on_user_logout

The player is no longer around to play the minigame, so we interrupt it.

prepare_minigame_hud

Initialize the minigame hud and register some signals to make it work.

process

Update the state of the fish, the bait and the hud

remove_minigame_hud

Stop processing and remove references to the minigame hud

select_active_effect

The proc that handles fancy effects like flipping the hud or skewing movement

set_lure_timers

Set the timers for lure that need to be spun at intervals.

start_reeling

While the mouse button is held down, the bait will be reeling up (or down on r-click if the bidirectional rule is enabled)

stop_reeling

Reset the reeling state to idle once the mouse button is released

update_visuals

update the vertical pixel position of both fish and bait, and the icon state of the completion bar