Space Station 13 - Modules - TypesVar Details - Proc Details

obj

Vars

attacked_verbVerb used when the object is punched. If defined, overrides the punch's usual verb
buckle_pixel_shiftA list of (x, y, z) to offset buckled_mob by, or null. Best assigned to reference a static list, eg: /myobj var/static/list/myobj_buckle_pixel_shift = list(0, 0, 6) /myobj/Destroy() buckle_pixel_shift = null /myobj/Initialize() buckle_pixel_shift = myobj_buckle_pixel_shift
edgeWhether this object is more likely to dismember
punctureFor items that can puncture e.g. thick plastic but aren't necessarily sharp. Called in can_puncture()
sharpwhether this object cuts

Procs

AttemptBuckleAttempts to buckle the target to the object. Includes can_buckle() checks and a timer. Calls user_buckle_mob().
AttemptUnbuckleAttempts to unbuckle the object's buckled mob. Includes can_unbuckle() checks and a timer. Calls user_unbuckle_mob().
SetupChameleonExtensionCall this proc to automatically setup the best suited chameleon extension for the instance, if one exists.
buckle_mobHandles buckling the given mob. Assumes most conditions are met - This only checks if loc is the same and if the mob's buckled is null to avoid broken states.
can_anchorWhether or not the object can be anchored in its current state/position. Assumes the anchorable flag has already been checked.
can_buckleChecks if a mob can be buckled to the object.
can_unbuckleChecks if a mob can unbuckle the object.
clear_buckleClears any buckling references that exist between object and buckled mob, without clearing any unrelated references. Used by the destroyed event handler.
is_safe_to_stepTest for if stepping on a tile containing this obj is safe to do, used for things like landmines and cliffs.
post_anchor_changeCalled when the object's anchor state is changed via wrench_floor_bolts().
unbuckle_mobHandles unbuckling any buckled mobs. Assumes all conditions are met.
user_buckle_mobHandles buckling a mob by another mob (Or the same mob). Includes can_buckle() checks.
user_unbuckle_mobHandles unbuckling a mob by another mob (Or the same mob). Includes can_unbuckle() checks.

Var Details

attacked_verb

Verb used when the object is punched. If defined, overrides the punch's usual verb

buckle_pixel_shift

A list of (x, y, z) to offset buckled_mob by, or null. Best assigned to reference a static list, eg: /myobj var/static/list/myobj_buckle_pixel_shift = list(0, 0, 6) /myobj/Destroy() buckle_pixel_shift = null /myobj/Initialize() buckle_pixel_shift = myobj_buckle_pixel_shift

edge

Whether this object is more likely to dismember

puncture

For items that can puncture e.g. thick plastic but aren't necessarily sharp. Called in can_puncture()

sharp

whether this object cuts

Proc Details

AttemptBuckle

Attempts to buckle the target to the object. Includes can_buckle() checks and a timer. Calls user_buckle_mob().

Generally, you should call this during user interactions instead of directly calling the buckle procs.

Parameters:

Returns boolean. Whether or not the buckling was successful.

AttemptUnbuckle

Attempts to unbuckle the object's buckled mob. Includes can_unbuckle() checks and a timer. Calls user_unbuckle_mob().

Generally, you should call this during user interactions instead of directly calling the buckle procs.

Parameters:

Returns boolean. Whether or not the buckling was successful.

SetupChameleonExtension

Call this proc to automatically setup the best suited chameleon extension for the instance, if one exists.

Exceptions:

Parameters:

Returns boolean - Whether or not a matching extension was found

buckle_mob

Handles buckling the given mob. Assumes most conditions are met - This only checks if loc is the same and if the mob's buckled is null to avoid broken states.

Returns boolen - Whether or not the mob was buckled.

can_anchor

Whether or not the object can be anchored in its current state/position. Assumes the anchorable flag has already been checked.

Parameters:

Returns boolean.

can_buckle

Checks if a mob can be buckled to the object.

Parameters:

Returns boolean.

can_unbuckle

Checks if a mob can unbuckle the object.

Parameters:

Returns boolean.

clear_buckle

Clears any buckling references that exist between object and buckled mob, without clearing any unrelated references. Used by the destroyed event handler.

Includes some redundancy to ensure all references are clear.

is_safe_to_step

Test for if stepping on a tile containing this obj is safe to do, used for things like landmines and cliffs.

post_anchor_change

Called when the object's anchor state is changed via wrench_floor_bolts().

unbuckle_mob

Handles unbuckling any buckled mobs. Assumes all conditions are met.

Returns a reference to the previously buckled mob, or null.

user_buckle_mob

Handles buckling a mob by another mob (Or the same mob). Includes can_buckle() checks.

Generally, you should be calling AttemptBuckle() instead of this.

Parameters:

Returns boolean. Whether or not the buckling was successful.

user_unbuckle_mob

Handles unbuckling a mob by another mob (Or the same mob). Includes can_unbuckle() checks.

Generally, you should be calling AttemptUnbuckle() instead of this.

Parameters:

Returns instance of the unbuckled mob or null on failure.