grab
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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. |
let_go | DO NOT CALL THIS DIRECTLY GOOD LORD!!! This should ONLY be called by /obj/item/hand_item/grab/Destroy() |
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
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The baseline index of break_chance_table, before modifiers. This can be higher than the length of break_chance_table.
can_absorb
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Whether this grab state is strong enough to, as a changeling, absorb the person you're grabbing.
can_throw
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If the grabber can throw the person grabbed.
damage_stage
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Affects how much damage is being dealt using certain actions.
downgrab
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The grab that this will downgrade to if it downgrades, null means break grab on downgrade
downgrade_on_action
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If the grab needs to be downgraded when the grabber does stuff.
downgrade_on_move
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If the grab needs to be downgraded when the grabber moves.
enable_violent_interactions
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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
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How much the grab increases point blank damage.
restrains
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If the grab acts like cuffs and prevents action from the victim.
same_tile
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If the grabbed person and the grabbing person are on the same tile.
upgrab
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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.
let_go
DO NOT CALL THIS DIRECTLY GOOD LORD!!! This should ONLY be called by /obj/item/hand_item/grab/Destroy()
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