code/__DEFINES/combat.dm
BRUTE | Physical fracturing and warping of the material. |
---|---|
BURN | Scorching and charring of the material. |
TOX | Poisoning. Mostly caused by reagents. |
OXY | Suffocation. |
STAMINA | Exhaustion and nonlethal damage. |
BRAIN | Brain damage. Should probably be decomissioned and replaced with proper organ damage. |
ACID | Involves corrosive substances. |
BIO | Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin. |
BOMB | Involves a shockwave, usually from an explosion. |
BULLET | Involves a solid projectile. |
CONSUME | Involves being eaten |
ENERGY | Involves an EMP or energy-based projectile. |
FIRE | Involves fire or temperature extremes. |
LASER | Involves a laser. |
MELEE | Involves a melee attack or a thrown object. |
WOUND | Involved in checking the likelyhood of applying a wound to a mob. |
ARMOR_LIST_DAMAGE | Armor values that are used for damage |
ARMOR_LIST_DURABILITY | Armor values that are used for durability |
ARMOR_LIST_ALL | All armors, preferable in the order as seen above |
CANSTUN | If set, this mob can be stunned. |
CANKNOCKDOWN | If set, this mob can be knocked down (or stamcrit) |
CANUNCONSCIOUS | If set, this mob can be knocked unconscious via status effect. NOTE, does not mean immune to sleep. Unconscious and sleep are two different things. NOTE, does not relate to the unconscious stat either. Only the status effect. |
CANPUSH | If set, this mob can be grabbed or pushed when bumped into |
GODMODE | Mob godmode. Prevents most statuses and damage from being taken, but is more often than not a crapshoot. Use with caution. |
MELEE_ATTACK | Attack was made with a melee weapon |
UNARMED_ATTACK | Attack is a punch or kick. Mob attacks are not classified as unarmed (currently). |
PROJECTILE_ATTACK | A projectile is hitting us. |
THROWN_PROJECTILE_ATTACK | A thrown item is hitting us. |
LEAP_ATTACK | We're being tackled or leaped at. |
GET_ASSAILANT | Used in check block to get what mob is attacking the blocker. |
EMBEDDED_PAIN_CHANCE | Chance for embedded objects to cause pain (damage user) |
EMBEDDED_ITEM_FALLOUT | Chance for embedded object to fall out (causing pain but removing the object) |
EMBED_CHANCE | Chance for an object to embed into somebody when thrown |
EMBEDDED_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does while embedded (this*item.w_class) |
EMBEDDED_IMPACT_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class) |
EMBED_THROWSPEED_THRESHOLD | The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1) |
EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class) |
EMBEDDED_UNSAFE_REMOVAL_TIME | A Time in ticks, total removal time = (this*item.w_class) |
EMBEDDED_JOSTLE_CHANCE | Chance for embedded objects to cause pain every time they move (jostle) |
EMBEDDED_JOSTLE_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does while |
EMBEDDED_PAIN_STAM_PCT | This percentage of all pain will be dealt as stam damage rather than brute (0-1) |
EMBED_CHANCE_SPEED_BONUS | For thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance |
BOLT_TYPE_STANDARD | Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90 |
BOLT_TYPE_OPEN | Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Tomson, Uzi, the L6 SAW |
BOLT_TYPE_NO_BOLT | Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers |
BOLT_TYPE_LOCKING | Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs |
SAWN_OFF_ACC_PENALTY | accuracy penalty of sawn off guns |
SAWN_OFF_RECOIL | added recoil of sawn off guns |
AMMO_BOX_ONE_SPRITE | ammo box will always use provided icon state |
AMMO_BOX_PER_BULLET | ammo box will have a different state for each bullet; <icon_state>- |
AMMO_BOX_FULL_EMPTY | Ammo box will have a different sprite for any ammo at all, and no ammo, <icon_state>-full <icon_state>-empty |
SUPPRESSED_QUIET | standard suppressed |
SUPPRESSED_VERY | no message |
EXPLODE_GIB_THRESHOLD | ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor |
CARBON_MAX_IMPACT_SPEED_BONUS | If a carbon is thrown at a speed faster than normal and impacts something solid, they take extra damage for every extra speed up to this number (see [/mob/living/carbon/proc/throw_impact]) |
SECONDARY_ATTACK_CALL_NORMAL | Alternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks. |
SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN | Cancels the attack chain entirely. |
SECONDARY_ATTACK_CONTINUE_CHAIN | Proceed with the attack chain, but don't call the normal methods. |
AFTERATTACK_PROCESSED_ITEM | Flag for when /afterattack potentially acts on an item. Used for the swap hands/drop tutorials to know when you might just be trying to do something normally. Does not necessarily imply success, or even that it did hit an item, just intent. |
AUTOFIRE_STAT_IDLE | Compatible firemode is in the gun. Wait until it's held in the user hands. |
AUTOFIRE_STAT_ALERT | Gun is active and in the user hands. Wait until user does a valid click. |
AUTOFIRE_STAT_FIRING | Gun is shooting. |
MARTIAL_ATTACK_INVALID | Martial arts attack requested but is not available, allow a check for a regular attack. |
MARTIAL_ATTACK_FAIL | Martial arts attack happened but failed, do not allow a check for a regular attack. |
MARTIAL_ATTACK_SUCCESS | Martial arts attack happened and succeeded, do not allow a check for a regular attack. |
ARMOR_WEAKENED_MULTIPLIER | IF an object is weak against armor, this is the value that any present armor is multiplied by |
ARMOR_MAX_BLOCK | Armor can't block more than this as a percentage |
PENETRATE_ARMOUR | Calculates the new armour value after armour penetration. Can return negative values, and those must be caught. |
BATON_DO_NORMAL_ATTACK | Return values used in item/melee/baton/baton_attack. Does a normal item attack. |
BATON_ATTACK_DONE | The attack has been stopped. Either because the user was clumsy or the attack was blocked. |
BATON_ATTACKING | The baton attack is still going. baton_effect() is called. |
LEFT_ATTACK | LMB Attack |
RIGHT_ATTACK | RMB Attack |
COMBO_STEPS | Steps for the combo |
COMBO_PROC | The proc the combo calls |
Define Details
ACID
Involves corrosive substances.
AFTERATTACK_PROCESSED_ITEM
Flag for when /afterattack potentially acts on an item. Used for the swap hands/drop tutorials to know when you might just be trying to do something normally. Does not necessarily imply success, or even that it did hit an item, just intent.
AMMO_BOX_FULL_EMPTY
Ammo box will have a different sprite for any ammo at all, and no ammo, <icon_state>-full <icon_state>-empty
AMMO_BOX_ONE_SPRITE
ammo box will always use provided icon state
AMMO_BOX_PER_BULLET
ammo box will have a different state for each bullet; <icon_state>-
ARMOR_LIST_ALL
All armors, preferable in the order as seen above
ARMOR_LIST_DAMAGE
Armor values that are used for damage
ARMOR_LIST_DURABILITY
Armor values that are used for durability
ARMOR_MAX_BLOCK
Armor can't block more than this as a percentage
ARMOR_WEAKENED_MULTIPLIER
IF an object is weak against armor, this is the value that any present armor is multiplied by
AUTOFIRE_STAT_ALERT
Gun is active and in the user hands. Wait until user does a valid click.
AUTOFIRE_STAT_FIRING
Gun is shooting.
AUTOFIRE_STAT_IDLE
Compatible firemode is in the gun. Wait until it's held in the user hands.
BATON_ATTACKING
The baton attack is still going. baton_effect() is called.
BATON_ATTACK_DONE
The attack has been stopped. Either because the user was clumsy or the attack was blocked.
BATON_DO_NORMAL_ATTACK
Return values used in item/melee/baton/baton_attack. Does a normal item attack.
BIO
Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
BOLT_TYPE_LOCKING
Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs
BOLT_TYPE_NO_BOLT
Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers
BOLT_TYPE_OPEN
Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Tomson, Uzi, the L6 SAW
BOLT_TYPE_STANDARD
Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90
BOMB
Involves a shockwave, usually from an explosion.
BRAIN
Brain damage. Should probably be decomissioned and replaced with proper organ damage.
BRUTE
Physical fracturing and warping of the material.
BULLET
Involves a solid projectile.
BURN
Scorching and charring of the material.
CANKNOCKDOWN
If set, this mob can be knocked down (or stamcrit)
CANPUSH
If set, this mob can be grabbed or pushed when bumped into
CANSTUN
If set, this mob can be stunned.
CANUNCONSCIOUS
If set, this mob can be knocked unconscious via status effect. NOTE, does not mean immune to sleep. Unconscious and sleep are two different things. NOTE, does not relate to the unconscious stat either. Only the status effect.
CARBON_MAX_IMPACT_SPEED_BONUS
If a carbon is thrown at a speed faster than normal and impacts something solid, they take extra damage for every extra speed up to this number (see [/mob/living/carbon/proc/throw_impact])
COMBO_PROC
The proc the combo calls
COMBO_STEPS
Steps for the combo
CONSUME
Involves being eaten
EMBEDDED_IMPACT_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
EMBEDDED_ITEM_FALLOUT
Chance for embedded object to fall out (causing pain but removing the object)
EMBEDDED_JOSTLE_CHANCE
Chance for embedded objects to cause pain every time they move (jostle)
EMBEDDED_JOSTLE_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does while
EMBEDDED_PAIN_CHANCE
Chance for embedded objects to cause pain (damage user)
EMBEDDED_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
EMBEDDED_PAIN_STAM_PCT
This percentage of all pain will be dealt as stam damage rather than brute (0-1)
EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)
EMBEDDED_UNSAFE_REMOVAL_TIME
A Time in ticks, total removal time = (this*item.w_class)
EMBED_CHANCE
Chance for an object to embed into somebody when thrown
EMBED_CHANCE_SPEED_BONUS
For thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance
EMBED_THROWSPEED_THRESHOLD
The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
ENERGY
Involves an EMP or energy-based projectile.
EXPLODE_GIB_THRESHOLD
ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
FIRE
Involves fire or temperature extremes.
GET_ASSAILANT
Used in check block to get what mob is attacking the blocker.
GODMODE
Mob godmode. Prevents most statuses and damage from being taken, but is more often than not a crapshoot. Use with caution.
LASER
Involves a laser.
LEAP_ATTACK
We're being tackled or leaped at.
LEFT_ATTACK
LMB Attack
MARTIAL_ATTACK_FAIL
Martial arts attack happened but failed, do not allow a check for a regular attack.
MARTIAL_ATTACK_INVALID
Martial arts attack requested but is not available, allow a check for a regular attack.
MARTIAL_ATTACK_SUCCESS
Martial arts attack happened and succeeded, do not allow a check for a regular attack.
MELEE
Involves a melee attack or a thrown object.
MELEE_ATTACK
Attack was made with a melee weapon
OXY
Suffocation.
PENETRATE_ARMOUR
Calculates the new armour value after armour penetration. Can return negative values, and those must be caught.
PROJECTILE_ATTACK
A projectile is hitting us.
RIGHT_ATTACK
RMB Attack
SAWN_OFF_ACC_PENALTY
accuracy penalty of sawn off guns
SAWN_OFF_RECOIL
added recoil of sawn off guns
SECONDARY_ATTACK_CALL_NORMAL
Alternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.
SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
Cancels the attack chain entirely.
SECONDARY_ATTACK_CONTINUE_CHAIN
Proceed with the attack chain, but don't call the normal methods.
STAMINA
Exhaustion and nonlethal damage.
SUPPRESSED_QUIET
standard suppressed
SUPPRESSED_VERY
no message
THROWN_PROJECTILE_ATTACK
A thrown item is hitting us.
TOX
Poisoning. Mostly caused by reagents.
UNARMED_ATTACK
Attack is a punch or kick. Mob attacks are not classified as unarmed (currently).
WOUND
Involved in checking the likelyhood of applying a wound to a mob.