Daedalus Dock - Modules - TypesVar Details - Proc Details

grab

Vars

breakabilityThe baseline index of break_chance_table, before modifiers. This can be higher than the length of break_chance_table.
can_absorbWhether this grab state is strong enough to, as a changeling, absorb the person you're grabbing.
can_throwIf the grabber can throw the person grabbed.
damage_stageAffects how much damage is being dealt using certain actions.
downgrabThe grab that this will downgrade to if it downgrades, null means break grab on downgrade
downgrade_on_actionIf the grab needs to be downgraded when the grabber does stuff.
downgrade_on_moveIf the grab needs to be downgraded when the grabber moves.
enable_violent_interactionsIf the grab is strong enough to be able to force someone to do something harmful to them, like slam their head into glass.
point_blank_multHow much the grab increases point blank damage.
restrainsIf the grab acts like cuffs and prevents action from the victim.
same_tileIf the grabbed person and the grabbing person are on the same tile.
upgrabThe grab that this will upgrade to if it upgrades, null means no upgrade

Procs

add_contextAdd screentip context, user will always be assailant.
apply_unique_grab_effectsApply effects that should only be applied when a grab type is first used on a mob.
enter_as_downReturn TRUE unless the grab state is changing during this proc (for example, calling upgrade())
enter_as_upReturn TRUE unless the grab state is changing during this proc (for example, calling upgrade())
handle_resistHandle resist actions from the affected mob. Returns TRUE if the grab was broken.
refresh_updownCalled during world/New to setup references.
remove_bodyzone_effectsClear out any effects from special_bodyzone_effects()
remove_unique_grab_effectsRemove effects added by apply_unique_grab_effects()
setupCalled by the grab item's setup() proc. May return FALSE to interrupt, otherwise the grab has succeeded.
special_bodyzone_effectsHandles special targeting like eyes and mouth being covered. CLEAR OUT ANY EFFECTS USING remove_bodyzone_effects()
update_stage_effectsAdd effects that apply based on damage_stage here

Var Details

breakability

The baseline index of break_chance_table, before modifiers. This can be higher than the length of break_chance_table.

can_absorb

Whether this grab state is strong enough to, as a changeling, absorb the person you're grabbing.

can_throw

If the grabber can throw the person grabbed.

damage_stage

Affects how much damage is being dealt using certain actions.

downgrab

The grab that this will downgrade to if it downgrades, null means break grab on downgrade

downgrade_on_action

If the grab needs to be downgraded when the grabber does stuff.

downgrade_on_move

If the grab needs to be downgraded when the grabber moves.

enable_violent_interactions

If the grab is strong enough to be able to force someone to do something harmful to them, like slam their head into glass.

point_blank_mult

How much the grab increases point blank damage.

restrains

If the grab acts like cuffs and prevents action from the victim.

same_tile

If the grabbed person and the grabbing person are on the same tile.

upgrab

The grab that this will upgrade to if it upgrades, null means no upgrade

Proc Details

add_context

Add screentip context, user will always be assailant.

apply_unique_grab_effects

Apply effects that should only be applied when a grab type is first used on a mob.

enter_as_down

Return TRUE unless the grab state is changing during this proc (for example, calling upgrade())

enter_as_up

Return TRUE unless the grab state is changing during this proc (for example, calling upgrade())

handle_resist

Handle resist actions from the affected mob. Returns TRUE if the grab was broken.

refresh_updown

Called during world/New to setup references.

remove_bodyzone_effects

Clear out any effects from special_bodyzone_effects()

remove_unique_grab_effects

Remove effects added by apply_unique_grab_effects()

setup

Called by the grab item's setup() proc. May return FALSE to interrupt, otherwise the grab has succeeded.

special_bodyzone_effects

Handles special targeting like eyes and mouth being covered. CLEAR OUT ANY EFFECTS USING remove_bodyzone_effects()

update_stage_effects

Add effects that apply based on damage_stage here