Daedalus Dock - Modules - TypesDefine Details

code/__DEFINES/combat.dm

BRUTEPhysical fracturing and warping of the material.
BURNScorching and charring of the material.
TOXPoisoning. Mostly caused by reagents.
OXYSuffocation.
CLONECellular degredation. Rare and difficult to treat.
STAMINAExhaustion and nonlethal damage.
BRAINBrain damage. Should probably be decomissioned and replaced with proper organ damage.
BLUNTInvolves a blunt object.
PUNCTUREInvolves a weapon with a point, or bullets.
SLASHInvolves a weapon with a sharp edge, like a knife.
LASERInvolves a laser.
ENERGYInvolves an EMP or energy-based projectile.
BOMBInvolves a shockwave, usually from an explosion.
BIOInvolved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
FIREInvolves fire or temperature extremes.
ACIDInvolves corrosive substances.
EMBEDDED_PAIN_CHANCEChance for embedded objects to cause pain (damage user)
EMBEDDED_ITEM_FALLOUTChance for embedded object to fall out (causing pain but removing the object)
EMBED_CHANCEChance for an object to embed into somebody when thrown
EMBEDDED_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does while embedded (this*item.w_class)
EMBEDDED_IMPACT_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
EMBED_THROWSPEED_THRESHOLDThe 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_MULTIPLIERCoefficient 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_TIMEA Time in ticks, total removal time = (this*item.w_class)
EMBEDDED_JOSTLE_CHANCEChance for embedded objects to cause pain every time they move (jostle)
EMBEDDED_JOSTLE_PAIN_MULTIPLIERCoefficient of multiplication for the damage the item does while
EMBEDDED_PAIN_STAM_PCTThis percentage of all pain will be dealt as stam damage rather than brute (0-1)
EMBED_CHANCE_SPEED_BONUSFor thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance
SAWN_OFF_ACC_PENALTYaccuracy penalty of sawn off guns
SAWN_OFF_RECOILadded recoil of sawn off guns
AMMO_BOX_ONE_SPRITEammo box will always use provided icon state
AMMO_BOX_PER_BULLETammo box will have a different state for each bullet; <icon_state>-
AMMO_BOX_FULL_EMPTYammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0
SUPPRESSED_QUIETstandard suppressed
SUPPRESSED_VERYno message
EXPLODE_GIB_THRESHOLDex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
CARBON_BODYPART_HEALTH_SUMThe max damage capacity of the average human. Used for balance purposes.
CARBON_MAX_IMPACT_SPEED_BONUSIf 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_NORMALAlternate 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_CHAINCancels the attack chain entirely.
SECONDARY_ATTACK_CONTINUE_CHAINProceed with the attack chain, but don't call the normal methods.
AUTOFIRE_STAT_IDLECompatible firemode is in the gun. Wait until it's held in the user hands.
AUTOFIRE_STAT_ALERTGun is active and in the user hands. Wait until user does a valid click.
AUTOFIRE_STAT_FIRINGGun is shooting.
MARTIAL_ATTACK_INVALIDMartial arts attack requested but is not available, allow a check for a regular attack.
MARTIAL_ATTACK_FAILMartial arts attack happened but failed, do not allow a check for a regular attack.
MARTIAL_ATTACK_SUCCESSMartial arts attack happened and succeeded, do not allow a check for a regular attack.
ATTACK_CHAIN_CONTINUEContinue the attack chain
ATTACK_CHAIN_SUCCESSAttack was a success, stop any further chain procs

Define Details

ACID

Involves corrosive substances.

AMMO_BOX_FULL_EMPTY

ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0

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>-

ATTACK_CHAIN_CONTINUE

Continue the attack chain

ATTACK_CHAIN_SUCCESS

Attack was a success, stop any further chain procs

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.

BIO

Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.

BLUNT

Involves a blunt object.

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.

BURN

Scorching and charring of the material.

CARBON_BODYPART_HEALTH_SUM

The max damage capacity of the average human. Used for balance purposes.

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])

CLONE

Cellular degredation. Rare and difficult to treat.

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.

LASER

Involves a laser.

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.

OXY

Suffocation.

PUNCTURE

Involves a weapon with a point, or bullets.

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.

SLASH

Involves a weapon with a sharp edge, like a knife.

STAMINA

Exhaustion and nonlethal damage.

SUPPRESSED_QUIET

standard suppressed

SUPPRESSED_VERY

no message

TOX

Poisoning. Mostly caused by reagents.