obj

Vars | |
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 |
Procs | |
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 |
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