modular_laser_rifle
Vars | |
currently_selected_mode | What the currently selected weapon mode is, for quickly referencing for use in procs and whatnot |
---|---|
currently_switching_types | Is the gun currently changing types? Prevents the gun from firing if yes |
default_selected_mode | Name of the firing mode that is selected by default |
disabled_for_other_reasons | Allows firing of the gun to be disabled for any reason, for example, if a gun has a melee mode |
expanded_examine_text | What is this gun's extended examine, we only have to do this because the carbine is a subtype |
last_charge | Keeps track of the last processed charge, prevents message spam |
last_speech | A cooldown for when the weapon has last spoken, prevents messages from getting turbo spammed |
personality_mode | If the gun's personality speech thing is on, defaults to on because just listen to her |
radial_menu_data | Info for the radial menu for switching weapon mode |
speech_json_file | The json file this gun pulls from when speaking |
tracked_soulcatcher | Keeps track of our soulcatcher component |
transition_duration | How long transitioning takes before you're allowed to pick a weapon type |
weapon_mode_name_to_path | Populates with a list of weapon mode names and their respective paths on init |
weapon_mode_options | What datums of weapon modes can we use? |
Procs | |
change_to_switch_mode | Makes the gun inoperable, playing an animation and giving a prompt to switch gun modes after the transition_duration passes |
create_weapon_mode_stuff | Handles filling out all of the lists regarding weapon modes and radials around that |
show_radial_choice_menu | Shows the radial choice menu to the user, if the user doesnt exist or isnt holding the gun anymore, it reverts back to its last form |
speak_up | Makes the gun speak with a sound effect and colored runetext based on the mode the gun is in, reads the gun's speech json as defined through variables |
transform_gun | Transforms the gun into a different type, if replacing is set to true then it'll make sure to remove any effects the prior gun type had |
user_ci_toggled | Triggers when a mob user toggles CI |
Var Details
currently_selected_mode
What the currently selected weapon mode is, for quickly referencing for use in procs and whatnot
currently_switching_types
Is the gun currently changing types? Prevents the gun from firing if yes
default_selected_mode
Name of the firing mode that is selected by default
disabled_for_other_reasons
Allows firing of the gun to be disabled for any reason, for example, if a gun has a melee mode
expanded_examine_text
What is this gun's extended examine, we only have to do this because the carbine is a subtype
last_charge
Keeps track of the last processed charge, prevents message spam
last_speech
A cooldown for when the weapon has last spoken, prevents messages from getting turbo spammed
personality_mode
If the gun's personality speech thing is on, defaults to on because just listen to her
radial_menu_data
Info for the radial menu for switching weapon mode
speech_json_file
The json file this gun pulls from when speaking
tracked_soulcatcher
Keeps track of our soulcatcher component
transition_duration
How long transitioning takes before you're allowed to pick a weapon type
weapon_mode_name_to_path
Populates with a list of weapon mode names and their respective paths on init
weapon_mode_options
What datums of weapon modes can we use?
Proc Details
change_to_switch_mode
Makes the gun inoperable, playing an animation and giving a prompt to switch gun modes after the transition_duration passes
create_weapon_mode_stuff
Handles filling out all of the lists regarding weapon modes and radials around that
show_radial_choice_menu
Shows the radial choice menu to the user, if the user doesnt exist or isnt holding the gun anymore, it reverts back to its last form
speak_up
Makes the gun speak with a sound effect and colored runetext based on the mode the gun is in, reads the gun's speech json as defined through variables
transform_gun
Transforms the gun into a different type, if replacing is set to true then it'll make sure to remove any effects the prior gun type had
user_ci_toggled
Triggers when a mob user toggles CI