byond - Modules - TypesVar Details - Proc Details

obj

Vars

coverageOdds of a projectile hitting the object, if the object is dense
damtypedamage type to deal when this obj is attacking something
destroy_soundSound this object makes when destroyed
forcedamage amount to deal when this obj is attacking something
hard_armorModifies the AP of incoming attacks
hit_soundSound when hit
icon_previewIcon to use as a 32x32 preview in crafting menus and such
id_tagMap tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god.
integrity_failureIntegrety below this number causes special behavior
max_integrityMax object HP
obj_flagsObject behavior flags
obj_integrityObject HP
penetrationThe amount of armor penetration the object has when attacking something
req_accessID access where all are required to access this object
req_one_accessID access where any one is required to access this object
soft_armor%-reduction-based armor.
throwforceBase throw damage. Throwforce needs to be at least 1 else it causes runtimes with shields

Procs

GetExplosionBlockreturns how much the object blocks an explosion. Used by subtypes.
ai_handle_obstacleHandles the obstacle or tells AI behavior how to interact with it
can_climb_overSignal handler to check if you can move from one low object to another
clear_internal_itemCalled to clear a stored item var, currently for the deployable element
deconstructthe obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
disassembleDissassembles the device
do_projectile_hit50% better protection when shooting from outside accurate range. Accuracy over 100 increases the chance of squeezing the bullet past the structure's uncovered areas.
get_internal_itemCalled to return an internally stored item, currently for the deployable element
hud_set_machine_healthMakes sentry health visible
is_repaired_enoughcallback check to see if we're done repairing
modify_max_integritychanges max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
obj_breakcalled after the obj takes damage and integrity is below integrity_failure level
obj_destructionwhat happens when the obj's integrity reaches zero.
on_try_exitHandles extra checks for things trying to exit this objects turf
play_attack_soundthe sound played when the obj is damaged.
post_disassembleHandles successful disassembly tasks on a deployable, cannot be used for failure checks as disassembly has completed already
repair_damageIncrease obj_integrity and record it to the repairer's stats
welder_repair_actHandles welder based repair of objects, normally called by welder_act

Var Details

coverage

Odds of a projectile hitting the object, if the object is dense

damtype

damage type to deal when this obj is attacking something

destroy_sound

Sound this object makes when destroyed

force

damage amount to deal when this obj is attacking something

hard_armor

Modifies the AP of incoming attacks

hit_sound

Sound when hit

icon_preview

Icon to use as a 32x32 preview in crafting menus and such

id_tag

Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god.

integrity_failure

Integrety below this number causes special behavior

max_integrity

Max object HP

obj_flags

Object behavior flags

obj_integrity

Object HP

penetration

The amount of armor penetration the object has when attacking something

req_access

ID access where all are required to access this object

req_one_access

ID access where any one is required to access this object

soft_armor

%-reduction-based armor.

throwforce

Base throw damage. Throwforce needs to be at least 1 else it causes runtimes with shields

Proc Details

GetExplosionBlock

returns how much the object blocks an explosion. Used by subtypes.

ai_handle_obstacle

Handles the obstacle or tells AI behavior how to interact with it

can_climb_over

Signal handler to check if you can move from one low object to another

clear_internal_item

Called to clear a stored item var, currently for the deployable element

deconstruct

the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.

disassemble

Dissassembles the device

do_projectile_hit

50% better protection when shooting from outside accurate range. Accuracy over 100 increases the chance of squeezing the bullet past the structure's uncovered areas.

get_internal_item

Called to return an internally stored item, currently for the deployable element

hud_set_machine_health

Makes sentry health visible

is_repaired_enough

callback check to see if we're done repairing

modify_max_integrity

changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.

obj_break

called after the obj takes damage and integrity is below integrity_failure level

obj_destruction

what happens when the obj's integrity reaches zero.

on_try_exit

Handles extra checks for things trying to exit this objects turf

play_attack_sound

the sound played when the obj is damaged.

post_disassemble

Handles successful disassembly tasks on a deployable, cannot be used for failure checks as disassembly has completed already

repair_damage

Increase obj_integrity and record it to the repairer's stats

welder_repair_act

Handles welder based repair of objects, normally called by welder_act