embedded
Vars | |
harmful | if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff |
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Procs | |
checkTweeze | The signal for listening to see if someone is using a hemostat on us to pluck out this object |
complete_rip_out | everything async that ripOut used to do |
fallOut | Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove() |
jostleCheck | /////////BEHAVIOR PROCS////////////// |
on_healthscan | Called whenever the limb owner is health scanned |
ripOut | Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove() |
safeRemove | This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely. If you want the thing to go into someone's hands rather than the floor, pass them in to_hands |
tweezePluck | The actual action for pulling out an embedded object with a hemostat |
weaponDeleted | Something deleted or moved our weapon while it was embedded, how rude! |
Var Details
harmful
if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
Proc Details
checkTweeze
The signal for listening to see if someone is using a hemostat on us to pluck out this object
complete_rip_out
everything async that ripOut used to do
fallOut
Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
jostleCheck
/////////BEHAVIOR PROCS//////////////
Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
on_healthscan
Called whenever the limb owner is health scanned
ripOut
Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
safeRemove
This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely. If you want the thing to go into someone's hands rather than the floor, pass them in to_hands
tweezePluck
The actual action for pulling out an embedded object with a hemostat
weaponDeleted
Something deleted or moved our weapon while it was embedded, how rude!