grab
Vars | |
breakability | The baseline index of break_chance_table, before modifiers. This can be higher than the length of break_chance_table. |
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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 |
Procs | |
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 |
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