/tg/ Station 13 - Modules - TypesDefine Details

modular_skyrat/modules/medical/code/wounds/synth/blunt/robotic_blunt.dm

ROBOTIC_WOUND_DETERMINATION_MOVEMENT_EFFECT_MODThe multiplier put against our movement effects if our victim has the determined reagent The multiplier put against our movement effects if our victim has the determined reagent
ROBOTIC_WOUND_DETERMINATION_STAGGER_MOVEMENT_MULTThe multiplier of stagger intensity on hit if our victim has the determined reagent
ROBOTIC_BLUNT_GRASPED_MOVEMENT_MULTThe multiplier put against our movement effects if our limb is grasped
OSCILLATION_ATTACKED_LYING_DOWN_EFFECT_MULTIf our victim is lying down and is attacked in the chest, effective oscillation damage is multiplied against this.
PERCUSSIVE_MAINTENANCE_DIAG_HUD_CHANCE_MULTIf the attacker is wearing a diag hud, chance of percussive maintenance succeeding is multiplied against this.
PERCUSSIVE_MAINTENANCE_WOUND_SCANNED_CHANCE_MULTIf our wound has been scanned by a wound analyzer, chance of percussive maintenance succeeding is multiplied against this.
PERCUSSIVE_MAINTENANCE_ATTACKER_NOT_VICTIM_CHANCE_MULTIf the attacker is NOT our victim, chance of percussive maintenance succeeding is multiplied against this.
STAGGER_PERCENT_OF_SHAKE_DURATION_TO_AFTERSHOCK_DELAYThe percent, in decimal, of a stagger's shake() duration, that will be used in a addtimer() to queue aftershock().
VICTIM_MOVED_NO_GRAVITY_EFFECT_MULTIf our victim has no gravity, the effects of movement are multiplied by this.
VICTIM_MOVED_CAREFULLY_EFFECT_MULTIf our victim is resting, or is walking and isnt forced to move, the effects of movement are multiplied by this.
VICTIM_BUCKLED_BASE_MOVEMENT_EFFECT_MULTIf our victim is buckled to a generic object, movement effects will be multiplied against this.
VICTIM_BUCKLED_ROLLER_BED_MOVEMENT_EFFECT_MULTIf our victim is buckled to a medical bed (e.g. rollerbed), movement effects will be multiplied against this.

Define Details

OSCILLATION_ATTACKED_LYING_DOWN_EFFECT_MULT

If our victim is lying down and is attacked in the chest, effective oscillation damage is multiplied against this.

PERCUSSIVE_MAINTENANCE_ATTACKER_NOT_VICTIM_CHANCE_MULT

If the attacker is NOT our victim, chance of percussive maintenance succeeding is multiplied against this.

PERCUSSIVE_MAINTENANCE_DIAG_HUD_CHANCE_MULT

If the attacker is wearing a diag hud, chance of percussive maintenance succeeding is multiplied against this.

PERCUSSIVE_MAINTENANCE_WOUND_SCANNED_CHANCE_MULT

If our wound has been scanned by a wound analyzer, chance of percussive maintenance succeeding is multiplied against this.

ROBOTIC_BLUNT_GRASPED_MOVEMENT_MULT

The multiplier put against our movement effects if our limb is grasped

ROBOTIC_WOUND_DETERMINATION_MOVEMENT_EFFECT_MOD

The multiplier put against our movement effects if our victim has the determined reagent The multiplier put against our movement effects if our victim has the determined reagent

ROBOTIC_WOUND_DETERMINATION_STAGGER_MOVEMENT_MULT

The multiplier of stagger intensity on hit if our victim has the determined reagent

STAGGER_PERCENT_OF_SHAKE_DURATION_TO_AFTERSHOCK_DELAY

The percent, in decimal, of a stagger's shake() duration, that will be used in a addtimer() to queue aftershock().

VICTIM_BUCKLED_BASE_MOVEMENT_EFFECT_MULT

If our victim is buckled to a generic object, movement effects will be multiplied against this.

VICTIM_BUCKLED_ROLLER_BED_MOVEMENT_EFFECT_MULT

If our victim is buckled to a medical bed (e.g. rollerbed), movement effects will be multiplied against this.

VICTIM_MOVED_CAREFULLY_EFFECT_MULT

If our victim is resting, or is walking and isnt forced to move, the effects of movement are multiplied by this.

VICTIM_MOVED_NO_GRAVITY_EFFECT_MULT

If our victim has no gravity, the effects of movement are multiplied by this.