boiler_gas

Vars | |
fixed_spread_range | Base spread range |
---|---|
hit_drowsyness | On a direct hit, how much drowsyness gets added to the target? |
hit_eye_blur | On a direct hit, how much do the victim's eyes get blurred? |
hit_paralyze_time | On a direct hit, how long is the target paralyzed? |
icon_key | Key used for icon stuff during bombard ammo selection. |
passed_turf_smoke_type | Which type is the smoke we leave on passed tiles, provided the projectile has AMMO_LEAVE_TURF enabled? |
select_text | This text will show up when a boiler selects this ammo. Span proc should be applied when this var is used. |
trail_spread_system | We're going to reuse one smoke spread system repeatedly to cut down on processing. |
Procs | |
enhance_trap | Loads a trap with a gas cloud depending on current glob type Called when something with a boiler glob as current ammo interacts with an empty resin trap. |
set_reagents | Set up the list of reagents the spit transfers upon impact |
Var Details
fixed_spread_range

Base spread range
hit_drowsyness

On a direct hit, how much drowsyness gets added to the target?
hit_eye_blur

On a direct hit, how much do the victim's eyes get blurred?
hit_paralyze_time

On a direct hit, how long is the target paralyzed?
icon_key

Key used for icon stuff during bombard ammo selection.
passed_turf_smoke_type

Which type is the smoke we leave on passed tiles, provided the projectile has AMMO_LEAVE_TURF enabled?
select_text

This text will show up when a boiler selects this ammo. Span proc should be applied when this var is used.
trail_spread_system

We're going to reuse one smoke spread system repeatedly to cut down on processing.
Proc Details
enhance_trap
Loads a trap with a gas cloud depending on current glob type Called when something with a boiler glob as current ammo interacts with an empty resin trap.
- Args:
- trap: The trap being loaded
- user_xeno: The xeno interacting with the trap
- Returns: TRUE on success, FALSE on failure.
set_reagents
Set up the list of reagents the spit transfers upon impact