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. |
CLONE | Cellular degredation. Rare and difficult to treat. |
STAMINA | Exhaustion and nonlethal damage. |
BRAIN | Brain damage. Should probably be decomissioned and replaced with proper organ damage. |
BLUNT | Involves a blunt object. |
PUNCTURE | Involves a weapon with a point, or bullets. |
SLASH | Involves a weapon with a sharp edge, like a knife. |
LASER | Involves a laser. |
ENERGY | Involves an EMP or energy-based projectile. |
BOMB | Involves a shockwave, usually from an explosion. |
BIO | Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin. |
FIRE | Involves fire or temperature extremes. |
ACID | Involves corrosive substances. |
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 |
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 state for full and empty; <icon_state>-max_ammo and <icon_state>-0 |
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_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]) |
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. |
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. |
ATTACK_CHAIN_CONTINUE | Continue the attack chain |
ATTACK_CHAIN_SUCCESS | Attack was a success, stop any further chain procs |
ARMOR_MAX_BLOCK | Armor can't block more than this as a percentage |
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>-
ARMOR_MAX_BLOCK
Armor can't block more than this as a percentage
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.
GET_ASSAILANT
Used in check block to get what mob is attacking the blocker.
LASER
Involves a laser.
LEAP_ATTACK
We're being tackled or leaped at.
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_ATTACK
Attack was made with a melee weapon
OXY
Suffocation.
PROJECTILE_ATTACK
A projectile is hitting us.
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
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).