obj 
Vars | |
custom_fire_overlay | Update_fire_overlay will check if a different icon state should be used |
---|---|
damage_deflection | Damage under this value will be completely ignored |
pull_push_slowdown | Amount of multiplicative slowdown applied if pulled/pushed. >1 makes you slower, <1 makes you faster. |
Procs | |
acid_act | The obj's reaction when touched by acid |
acid_melt | Called when the obj is destroyed by acid. |
acid_processing | The proc called by the acid subsystem to process the acid that's on the obj |
burn | Called when the obj is destroyed by fire |
deconstruct | The obj is deconstructed into pieces, whether through careful disassembly or when destroyed. |
extinguish | Called when the obj is no longer on fire. |
get_integrity | This mostly exists to keep obj_integrity private. Might be useful in the future. |
get_integrity_percentage | Similar to get_integrity, but returns the percentage as [0-1] instead. |
interact | Hidden uplink interaction proc. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button. |
modify_max_integrity | Changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken. |
obj_break | What happens when the obj's health is below integrity_failure level. |
obj_destruction | What happens when the obj's integrity reaches zero. |
on_update_integrity | Handle updates to your obj's integrity |
pipe_eject | General proc used to expel a holder's contents through src (for bins holder is also the src). |
play_attack_sound | The sound played when the obj is damaged. |
repair_damage | Proc for recovering atom_integrity. Returns the amount repaired by |
run_obj_armor | Returns the damage value of the attack after processing the obj's various armor protections |
set_sharpness | Set whether the item should be sharp or not |
take_damage | The essential proc to call when an obj must receive damage of any kind. |
ui_login_act | Call this from a proc that is called in ui_act() to process login actions |
ui_login_attackby | Convenience function to perform login actions when the source object is hit by specific items. |
ui_login_data | Appends login state data. |
ui_login_eject | Attempts to eject the inserted ID. |
ui_login_get | Returns (or creates) the login state for the source object. |
ui_login_insert | Attempts to insert an object as an ID. |
ui_login_login | Attempts to log in with the given login type. |
ui_login_logout | Attempts to log out. |
ui_login_on_login | Called on successful login. |
ui_login_on_logout | Called on successful logout. |
update_integrity | Handles the integrity of an obj changing. This must be called instead of changing integrity directly. |
zap_act | Called when the obj is hit by a tesla bolt. |
zap_buckle_check | Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later. |
Var Details
custom_fire_overlay 
Update_fire_overlay will check if a different icon state should be used
damage_deflection 
Damage under this value will be completely ignored
pull_push_slowdown 
Amount of multiplicative slowdown applied if pulled/pushed. >1 makes you slower, <1 makes you faster.
Proc Details
acid_act
The obj's reaction when touched by acid
acid_melt
Called when the obj is destroyed by acid.
acid_processing
The proc called by the acid subsystem to process the acid that's on the obj
burn
Called when the obj is destroyed by fire
deconstruct
The obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
extinguish
Called when the obj is no longer on fire.
get_integrity
This mostly exists to keep obj_integrity private. Might be useful in the future.
get_integrity_percentage
Similar to get_integrity, but returns the percentage as [0-1] instead.
interact
Hidden uplink interaction proc. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button.
Arguments:
- user - who interacts with uplink.
modify_max_integrity
Changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
obj_break
What happens when the obj's health is below integrity_failure level.
obj_destruction
What happens when the obj's integrity reaches zero.
on_update_integrity
Handle updates to your obj's integrity
pipe_eject
General proc used to expel a holder's contents through src (for bins holder is also the src).
play_attack_sound
The sound played when the obj is damaged.
repair_damage
Proc for recovering atom_integrity. Returns the amount repaired by
run_obj_armor
Returns the damage value of the attack after processing the obj's various armor protections
set_sharpness
Set whether the item should be sharp or not
take_damage
The essential proc to call when an obj must receive damage of any kind.
ui_login_act
Call this from a proc that is called in ui_act() to process login actions
Arguments:
- action - The called action
- params - The params to the action
ui_login_attackby
Convenience function to perform login actions when the source object is hit by specific items.
Arguments:
- O - The object
- user - The user
ui_login_data
Appends login state data.
Arguments:
- data - The data list to be returned
- user - The user calling ui_data()
- state - The current login state
ui_login_eject
Attempts to eject the inserted ID.
Arguments:
- state - The current login state
ui_login_get
Returns (or creates) the login state for the source object.
Arguments:
- state - The current login state
ui_login_insert
Attempts to insert an object as an ID.
Arguments:
- O - The object to try inserting
- state - The current login state
ui_login_login
Attempts to log in with the given login type.
Arguments:
- login_type - The login type: LOGIN_TYPE_NORMAL (checks for inserted ID), LOGIN_TYPE_AI, LOGIN_TYPE_ROBOT and LOGIN_TYPE_ADMIN
- state - The current login state
ui_login_logout
Attempts to log out.
Arguments:
- state - The current login state
ui_login_on_login
Called on successful login.
Arguments:
- state - The current login state
ui_login_on_logout
Called on successful logout.
Arguments:
- state - The current login state
update_integrity
Handles the integrity of an obj changing. This must be called instead of changing integrity directly.
zap_act
Called when the obj is hit by a tesla bolt.
zap_buckle_check
Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.