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

overheat

Vars

base_reagent_temp_coefficientThe coefficient of heat transfer we will use when receiving heat from reagent contact.
bodytemp_coeffThe coefficient of heat transfer we will use when shifting our temp to the victim's.
bodytemp_difference_expose_bonus_ratioFor every degree below normal bodytemp, we will multiply our incoming temperature by 1 + degrees * this. Allows incentivization of freezing yourself instead of just waiting.
chassis_temperatureThe virtual temperature of the chassis. Crucial for many things, like our severity, the temp we transfer, our cooling damage, etc.
cooling_demote_bufferThe buffer in kelvin we will subtract from the chassis_temperature of a wound we demote to.
cooling_thresholdIf [chassis_temperature] goes below this, we reduce in severity.
demotes_toThe wound we demote to when we go below cooling threshold. If null, removes us.
heat_shock_delta_to_damage_ratioThe ratio of temp shift -> brute damage. Careful with this value, it can make stuff really really nasty.
heat_shock_minimum_deltaThe minimum heat difference we must have on reagent contact to cause heat shock damage.
heating_promote_bufferThe buffer in kelvin we will add to the chassis_temperature of a wound we promote to.
heating_thresholdIf [chassis_temperature] goes above this, we increase in severity.
highest_scarA bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
important_outgoing_multThe mult applied to heat output when we are on a important limb, e.g. head/torso.
incoming_damage_heat_coeffIf we are hit with burn damage, the damage will be multiplied against this to determine the effective heat we get.
light_colorThe color of the light we will generate.
light_powerThe power of the light we will generate.
light_rangeThe range of the light we will generate.
max_outgoing_temperatureThe maximum temperature we can cause by heating our victim.
mob_glowThe glow we have attached to our victim, to simulate our limb glowing.
outgoing_bodytemp_coeffThe coefficient of heat transfer we will use when shifting our victim's temp to ours.
promotes_toThe wound we promote to when we go above heating threshold.
reagent_types_to_extra_coolingA assoc list of (reagent typepath -> cooling), where cooling is how much its presence will reduce the effective temperature of a reagent spray for cooling us.
reagent_types_to_thermal_shock_multA assoc list of (reagent typepath -> damage mult), where the mult will be multiplied against the thermal shock damage.
sprayed_with_reagent_clothed_multIf we are sprayed with a extinguisher/shower with obscuring clothing on (think clothing that prevents surgery), the effect is multiplied against this.
starting_temperature_maxThe upper bound of the chassis_temperature we can start with.
starting_temperature_minThe lower bound of the chassis_temperature we can start with.
turf_coeffThe coefficient of heat transfer we will use when shifting our temp to a turf.

Procs

check_temperatureRemoves, demotes, or promotes ourselves to a new wound type if our temperature is past a heating/cooling threshold.
expose_temperatureAdjusts chassis_temperature by the delta between temperature and itself, multiplied by coeff. If heat_shock is TRUE, limb will receive brute damage based on the delta.
get_wound_status_infoReturns a string with our temperature and heating/cooling thresholds, for use in health analyzers.
victim_attackedSignal proc for when our victim is externally attacked. Increases chassis temp based on burn damage received.
victim_exposed_to_reagentsSignal proc for when our victim is exposed to reagents, obviously.

Var Details

base_reagent_temp_coefficient

The coefficient of heat transfer we will use when receiving heat from reagent contact.

bodytemp_coeff

The coefficient of heat transfer we will use when shifting our temp to the victim's.

bodytemp_difference_expose_bonus_ratio

For every degree below normal bodytemp, we will multiply our incoming temperature by 1 + degrees * this. Allows incentivization of freezing yourself instead of just waiting.

chassis_temperature

The virtual temperature of the chassis. Crucial for many things, like our severity, the temp we transfer, our cooling damage, etc.

cooling_demote_buffer

The buffer in kelvin we will subtract from the chassis_temperature of a wound we demote to.

cooling_threshold

If [chassis_temperature] goes below this, we reduce in severity.

demotes_to

The wound we demote to when we go below cooling threshold. If null, removes us.

heat_shock_delta_to_damage_ratio

The ratio of temp shift -> brute damage. Careful with this value, it can make stuff really really nasty.

heat_shock_minimum_delta

The minimum heat difference we must have on reagent contact to cause heat shock damage.

heating_promote_buffer

The buffer in kelvin we will add to the chassis_temperature of a wound we promote to.

heating_threshold

If [chassis_temperature] goes above this, we increase in severity.

highest_scar

A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))

important_outgoing_mult

The mult applied to heat output when we are on a important limb, e.g. head/torso.

incoming_damage_heat_coeff

If we are hit with burn damage, the damage will be multiplied against this to determine the effective heat we get.

light_color

The color of the light we will generate.

light_power

The power of the light we will generate.

light_range

The range of the light we will generate.

max_outgoing_temperature

The maximum temperature we can cause by heating our victim.

mob_glow

The glow we have attached to our victim, to simulate our limb glowing.

outgoing_bodytemp_coeff

The coefficient of heat transfer we will use when shifting our victim's temp to ours.

promotes_to

The wound we promote to when we go above heating threshold.

reagent_types_to_extra_cooling

A assoc list of (reagent typepath -> cooling), where cooling is how much its presence will reduce the effective temperature of a reagent spray for cooling us.

reagent_types_to_thermal_shock_mult

A assoc list of (reagent typepath -> damage mult), where the mult will be multiplied against the thermal shock damage.

sprayed_with_reagent_clothed_mult

If we are sprayed with a extinguisher/shower with obscuring clothing on (think clothing that prevents surgery), the effect is multiplied against this.

starting_temperature_max

The upper bound of the chassis_temperature we can start with.

starting_temperature_min

The lower bound of the chassis_temperature we can start with.

turf_coeff

The coefficient of heat transfer we will use when shifting our temp to a turf.

Proc Details

check_temperature

Removes, demotes, or promotes ourselves to a new wound type if our temperature is past a heating/cooling threshold.

expose_temperature

Adjusts chassis_temperature by the delta between temperature and itself, multiplied by coeff. If heat_shock is TRUE, limb will receive brute damage based on the delta.

get_wound_status_info

Returns a string with our temperature and heating/cooling thresholds, for use in health analyzers.

victim_attacked

Signal proc for when our victim is externally attacked. Increases chassis temp based on burn damage received.

victim_exposed_to_reagents

Signal proc for when our victim is exposed to reagents, obviously.

Equalizes temp to the reagent temp, but also causes thermal shock. Basically, does damage based on the temp differential. Clothes reduce the effects massively. Hercuri reduces the thermal shock and gets a special temp buff.