robotic
Vars | |
active_trauma | If we suffer severe head booboos, we can get brain traumas tied to them |
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aftershock_stopped_moving_score_mult | If the victim stops moving before the aftershock, aftershock effects will be multiplied against this. |
base_aftershock_camera_shake_duration | The base duration of a stagger's aftershock's camerashake. |
base_aftershock_camera_shake_strength | The base strength of a stagger's aftershock's camerashake. |
base_movement_stagger_score | The base score given to stagger() when we successfully stagger on a move. |
base_stagger_movement_shake_duration | The base duration of a stagger()'s sprite shaking if caused by movement. |
base_stagger_shake_duration | The base duration of a stagger()'s sprite shaking. |
brain_trauma_group | What brain trauma group, if any, we can draw from for head wounds |
chest_attacked_stagger_chance_ratio | The ratio of damage to stagger chance on hit. |
chest_attacked_stagger_minimum_score | The minimum score an attack must do to trigger a stagger. |
chest_attacked_stagger_mult | The ratio damage applied will be multiplied against for determining our stagger score. |
chest_movement_stagger_chance | The base chance of moving to trigger stagger(). |
last_time_victim_moved | The last time our victim has moved. Used for determining if we should increase or decrease the chance of having stagger aftershock. |
limb_burn_percent_to_max_threshold_for_malleable | The percent our limb must get to max possible damage by burn damage alone to count as malleable if it has no T2 burn wound. |
movement_stagger_cooldown | Whenever an oscillation is triggered by movement, we wait 4 seconds before trying to do another. |
movement_stagger_shift | The amount of x and y pixels we will be shaken around by during a movement stagger. |
next_trauma_cycle | If we deal brain traumas, when is the next one due? |
oscillating | If we are currently oscillating. If true, we cannot stagger(). |
percussive_maintenance_damage_max | Damage must be under this to proc percussive maintenance. |
percussive_maintenance_damage_min | Damage must be over this to proc percussive maintenance. |
percussive_maintenance_repair_chance | % chance for hitting our limb to fix something. |
stagger_aftershock_knockdown_movement_ratio | In the stagger after shock, the stagger score will be multiplied against this (if caused by movement) for determining how long we are knocked down for. |
stagger_aftershock_knockdown_ratio | In the stagger aftershock, the stagger score will be multiplied against for determining how long we are knocked down for. |
stagger_camera_shake_chance_ratio | The ratio of stagger score to camera shake chance. |
stagger_drop_chance_ratio | In the stagger aftershock, the stagger score will be multiplied against for determining the chance of dropping held items. |
stagger_fall_chance_ratio | In the stagger aftershock, the stagger score will be multiplied against for determining the chance of falling over. |
stagger_movement_chance_ratio | The ratio stagger score will be multiplied against for determining the final chance of moving away from the attacker. |
stagger_score_to_shake_duration_ratio | The ratio of stagger score to shake duration during a stagger() call |
stagger_shake_shift_ratio | The ratio stagger score will be multiplied against for determining the amount of pixelshifting we will do when we are hit. |
time_til_next_movement_shake_allowed | The time, in world time, that we will be allowed to do another movement shake. Useful because it lets us prioritize attacked shakes over movement shakes. |
trauma_cycle_cooldown | How long do we wait +/- 20% for the next trauma? |
Procs | |
aftershock | Timer proc from stagger(). |
get_buckled_movement_consequence_mult | Returns a multiplier to our movement effects based on what our victim is buckled to. |
get_overheat_wound | If we have one, returns a robotic overheat wound of severe severity or higher. Null otherwise. |
handle_percussive_maintenance_failure | Called when percussive maintenance fails at its random roll. |
handle_percussive_maintenance_success | Called when percussive maintenance succeeds at its random roll. |
limb_malleable | If true, allows our superstructure to be modified if we are T3. RCDs can always fix our superstructure. |
stagger | Causes an oscillation, which 1. has a chance to move our victim away from the attacker, and 2. after a delay, calls aftershock(). |
uses_percussive_maintenance | If this wound can be treated in its current state by just hitting it with a low force object. Exists for conditional logic, e.g. "Should we respond to percussive maintenance right now?". Critical blunt uses this to only react when the limb is malleable and superstructure is broken. |
victim_attacked | Signal handler proc to when our victim has damage applied via apply_damage(), which is a external attack. |
victim_moved | Signal handler proc that applies movements affect to our victim if they were moved. |
Var Details
active_trauma
If we suffer severe head booboos, we can get brain traumas tied to them
aftershock_stopped_moving_score_mult
If the victim stops moving before the aftershock, aftershock effects will be multiplied against this.
base_aftershock_camera_shake_duration
The base duration of a stagger's aftershock's camerashake.
base_aftershock_camera_shake_strength
The base strength of a stagger's aftershock's camerashake.
base_movement_stagger_score
The base score given to stagger() when we successfully stagger on a move.
base_stagger_movement_shake_duration
The base duration of a stagger()'s sprite shaking if caused by movement.
base_stagger_shake_duration
The base duration of a stagger()'s sprite shaking.
brain_trauma_group
What brain trauma group, if any, we can draw from for head wounds
chest_attacked_stagger_chance_ratio
The ratio of damage to stagger chance on hit.
chest_attacked_stagger_minimum_score
The minimum score an attack must do to trigger a stagger.
chest_attacked_stagger_mult
The ratio damage applied will be multiplied against for determining our stagger score.
chest_movement_stagger_chance
The base chance of moving to trigger stagger().
last_time_victim_moved
The last time our victim has moved. Used for determining if we should increase or decrease the chance of having stagger aftershock.
limb_burn_percent_to_max_threshold_for_malleable
The percent our limb must get to max possible damage by burn damage alone to count as malleable if it has no T2 burn wound.
movement_stagger_cooldown
Whenever an oscillation is triggered by movement, we wait 4 seconds before trying to do another.
movement_stagger_shift
The amount of x and y pixels we will be shaken around by during a movement stagger.
next_trauma_cycle
If we deal brain traumas, when is the next one due?
oscillating
If we are currently oscillating. If true, we cannot stagger().
percussive_maintenance_damage_max
Damage must be under this to proc percussive maintenance.
percussive_maintenance_damage_min
Damage must be over this to proc percussive maintenance.
percussive_maintenance_repair_chance
% chance for hitting our limb to fix something.
stagger_aftershock_knockdown_movement_ratio
In the stagger after shock, the stagger score will be multiplied against this (if caused by movement) for determining how long we are knocked down for.
stagger_aftershock_knockdown_ratio
In the stagger aftershock, the stagger score will be multiplied against for determining how long we are knocked down for.
stagger_camera_shake_chance_ratio
The ratio of stagger score to camera shake chance.
stagger_drop_chance_ratio
In the stagger aftershock, the stagger score will be multiplied against for determining the chance of dropping held items.
stagger_fall_chance_ratio
In the stagger aftershock, the stagger score will be multiplied against for determining the chance of falling over.
stagger_movement_chance_ratio
The ratio stagger score will be multiplied against for determining the final chance of moving away from the attacker.
stagger_score_to_shake_duration_ratio
The ratio of stagger score to shake duration during a stagger() call
stagger_shake_shift_ratio
The ratio stagger score will be multiplied against for determining the amount of pixelshifting we will do when we are hit.
time_til_next_movement_shake_allowed
The time, in world time, that we will be allowed to do another movement shake. Useful because it lets us prioritize attacked shakes over movement shakes.
trauma_cycle_cooldown
How long do we wait +/- 20% for the next trauma?
Proc Details
aftershock
Timer proc from stagger().
Based on chance, causes items to be dropped, knockdown to be applied, and/or screenshake to occur. Chance is massively reduced if the victim isn't moving.
get_buckled_movement_consequence_mult
Returns a multiplier to our movement effects based on what our victim is buckled to.
get_overheat_wound
If we have one, returns a robotic overheat wound of severe severity or higher. Null otherwise.
handle_percussive_maintenance_failure
Called when percussive maintenance fails at its random roll.
handle_percussive_maintenance_success
Called when percussive maintenance succeeds at its random roll.
limb_malleable
If true, allows our superstructure to be modified if we are T3. RCDs can always fix our superstructure.
stagger
Causes an oscillation, which 1. has a chance to move our victim away from the attacker, and 2. after a delay, calls aftershock().
uses_percussive_maintenance
If this wound can be treated in its current state by just hitting it with a low force object. Exists for conditional logic, e.g. "Should we respond to percussive maintenance right now?". Critical blunt uses this to only react when the limb is malleable and superstructure is broken.
victim_attacked
Signal handler proc to when our victim has damage applied via apply_damage(), which is a external attack.
victim_moved
Signal handler proc that applies movements affect to our victim if they were moved.