module 
MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.
Vars | |
active | Is the module active |
---|---|
active_power_cost | Power use when active |
allow_flags | flags that let the module ability be used in odd circumstances |
complexity | How much space it takes up in the MOD |
cooldown_time | Cooldown after use |
cooldown_timer | Timer for the cooldown |
device | If we're an active module, what item are we? |
has_head_sprite | Does this module have a separate head sprite? Useful for muzzled sprites |
head_only_when_active | Is the module's visuals head-only when active? Useful for visors and such, to avoid multiplying the amount of overlay with empty images |
head_only_when_inactive | Is the module's visuals head-only when inactive? Useful for visors and such, to avoid multiplying the amount of overlay with empty images |
idle_power_cost | Power use when idle |
incompatible_modules | What modules are we incompatible with? |
mod | Linked MODsuit |
module_type | If it's passive, togglable, usable or active |
overlay_icon_file | Icon file for the overlay. |
overlay_state_active | Overlay given to the user when the module is active |
overlay_state_inactive | Overlay given to the user when the module is inactive |
overlay_state_use | Overlay given to the user when the module is used, lasts until cooldown finishes |
pinned_to | List of REF()s mobs we are pinned to, linked with their action buttons |
removable | If it can be removed |
required_slots | A list of slots required in the suit to work. Formatted like list(x|y, z, ...) where either x or y are required and z is required. |
retracts_into | Which part of the modsuit this module is 'attached' to, for purposes of hiding them when retracting the part. Null means it won't get hidden. |
suit_supports_variations_flags | The suit's supports_variations_flags, currently only for the chestplate and the helmet parts of the MODsuit. |
tgui_id | ID used by their TGUI |
use_energy_cost | Power use when used, we call it manually |
use_mod_colors | Does the overlay use the control unit's colors? |
used_signal | The mouse button needed to use this module |
Procs | |
activate | Called when the module is activated |
add_module_overlay | Adds the worn overlays to the suit. |
add_ui_configuration | Generates an element of the get_configuration list with a display name, type and value |
add_ui_data | Adds additional things to the MODsuit ui_data() |
check_power | Checks if there is enough power in the suit |
configure_edit | Receives configure edits from the TGUI and edits the vars |
deactivate | Called when the module is deactivated |
drain_power | Drains power from the suit charge |
dropkey | On drop key, concels a device item. |
generate_worn_overlay | Generates an icon to be used for the suit's worn overlays |
get_configuration | Creates a list of configuring options for this module |
handle_module_icon | Proc that handles the mutable_appearances of the module on the MODsuits |
has_required_parts | Looks through the MODsuit's parts to see if it has the parts required to support this module |
is_module_hidden | Check whether or not the mod's overlay is hidden. |
on_activation | Called from the module's activate() |
on_active_process | Called on the MODsuit's process if it is an active module |
on_deactivation | Called from the module's deactivate() |
on_device_deletion | Called when the device gets deleted on active modules |
on_equip | Called when the MODsuit is equipped |
on_exit | Called when the device moves to a different place on active modules |
on_install | Called from MODsuit's install() proc, so when the module is installed |
on_process | Called on the MODsuit's process |
on_select | Called when the module is selected from the TGUI, radial or the action button |
on_select_use | Called when an activated module without a device is used |
on_special_click | Called when an activated module without a device is active and the user alt/middle-clicks |
on_suit_activation | Called when the MODsuit is activated |
on_suit_deactivation | Called when the MODsuit is deactivated |
on_unequip | Called when the MODsuit is unequipped |
on_use | Called from the module's used() |
pin | Pins the module to the user's action buttons |
start_cooldown | Apply a cooldown until this item can be used again |
update_signal | Updates the signal used by active modules to be activated |
used | Called when the module is used |
Var Details
active 
Is the module active
active_power_cost 
Power use when active
allow_flags 
flags that let the module ability be used in odd circumstances
complexity 
How much space it takes up in the MOD
cooldown_time 
Cooldown after use
cooldown_timer 
Timer for the cooldown
device 
If we're an active module, what item are we?
has_head_sprite 
Does this module have a separate head sprite? Useful for muzzled sprites
head_only_when_active 
Is the module's visuals head-only when active? Useful for visors and such, to avoid multiplying the amount of overlay with empty images
head_only_when_inactive 
Is the module's visuals head-only when inactive? Useful for visors and such, to avoid multiplying the amount of overlay with empty images
idle_power_cost 
Power use when idle
incompatible_modules 
What modules are we incompatible with?
mod 
Linked MODsuit
module_type 
If it's passive, togglable, usable or active
overlay_icon_file 
Icon file for the overlay.
overlay_state_active 
Overlay given to the user when the module is active
overlay_state_inactive 
Overlay given to the user when the module is inactive
overlay_state_use 
Overlay given to the user when the module is used, lasts until cooldown finishes
pinned_to 
List of REF()s mobs we are pinned to, linked with their action buttons
removable 
If it can be removed
required_slots 
A list of slots required in the suit to work. Formatted like list(x|y, z, ...) where either x or y are required and z is required.
retracts_into 
Which part of the modsuit this module is 'attached' to, for purposes of hiding them when retracting the part. Null means it won't get hidden.
suit_supports_variations_flags 
The suit's supports_variations_flags, currently only for the chestplate and the helmet parts of the MODsuit.
tgui_id 
ID used by their TGUI
use_energy_cost 
Power use when used, we call it manually
use_mod_colors 
Does the overlay use the control unit's colors?
used_signal 
The mouse button needed to use this module
Proc Details
activate
Called when the module is activated
add_module_overlay
Adds the worn overlays to the suit.
add_ui_configuration
Generates an element of the get_configuration list with a display name, type and value
add_ui_data
Adds additional things to the MODsuit ui_data()
check_power
Checks if there is enough power in the suit
configure_edit
Receives configure edits from the TGUI and edits the vars
deactivate
Called when the module is deactivated
drain_power
Drains power from the suit charge
dropkey
On drop key, concels a device item.
generate_worn_overlay
Generates an icon to be used for the suit's worn overlays
get_configuration
Creates a list of configuring options for this module
handle_module_icon
Proc that handles the mutable_appearances of the module on the MODsuits
Arguments:
- standing - The mutable_appearance we're taking as a reference for this one, mainly to use its layer.
- module_icon_state - The name of the icon_state we'll be using for the module on the MODsuit.
has_required_parts
Looks through the MODsuit's parts to see if it has the parts required to support this module
is_module_hidden
Check whether or not the mod's overlay is hidden.
Returns TRUE or FALSE based on whether the module is able to be hidden when the part it is attached to is retracted. By default, will return FALSE for every mod unless 'retracts_into' is set for that mod.
on_activation
Called from the module's activate()
on_active_process
Called on the MODsuit's process if it is an active module
on_deactivation
Called from the module's deactivate()
on_device_deletion
Called when the device gets deleted on active modules
on_equip
Called when the MODsuit is equipped
on_exit
Called when the device moves to a different place on active modules
on_install
Called from MODsuit's install() proc, so when the module is installed
on_process
Called on the MODsuit's process
on_select
Called when the module is selected from the TGUI, radial or the action button
on_select_use
Called when an activated module without a device is used
on_special_click
Called when an activated module without a device is active and the user alt/middle-clicks
on_suit_activation
Called when the MODsuit is activated
on_suit_deactivation
Called when the MODsuit is deactivated
on_unequip
Called when the MODsuit is unequipped
on_use
Called from the module's used()
pin
Pins the module to the user's action buttons
start_cooldown
Apply a cooldown until this item can be used again
update_signal
Updates the signal used by active modules to be activated
used
Called when the module is used