memory
little tidbits of past events generated by the player doing things. can be used in engravings, dreams, and changeling succs. all of those things are supposed to be taken vaguely (engravings crossround and should not include names, dreams and succs are memory goop) and as such the generated text of the memory is vague. also, no references held so hard delling isn't an issue, thank god
Vars | |
action | the action done to the target, see memory.dm in _DEFINES |
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extra_info | extra information used in the memories to more accurately describe what happened. Assoc list of key -> string identifying what kind of info it is, value is a string identifying the detail. |
memorizer | job of the person memorizing the event |
memorizer_mind | job of the person memorizing the event |
memorizer_mood | mood of the person memorizing the event when it happend. can change the style. |
memory_flags | Flags of any special behavior for the memory |
name | name of the memory the user sees |
story_value | the value of the mood in it's worth as a story, defines how beautiful art from it can be and whether or not it stays in persistence. |
Procs | |
generate_memory_name | The action-specific reactions with mood intercepted into it e.g. "the clown looks (story_mood_here) at the situation" Moods the mob can express e.g. "chuckles" "looks disinterested" |
Var Details
action
the action done to the target, see memory.dm in _DEFINES
extra_info
extra information used in the memories to more accurately describe what happened. Assoc list of key -> string identifying what kind of info it is, value is a string identifying the detail.
memorizer
job of the person memorizing the event
memorizer_mind
job of the person memorizing the event
memorizer_mood
mood of the person memorizing the event when it happend. can change the style.
memory_flags
Flags of any special behavior for the memory
name
name of the memory the user sees
story_value
the value of the mood in it's worth as a story, defines how beautiful art from it can be and whether or not it stays in persistence.
Proc Details
generate_memory_name
The action-specific reactions with mood intercepted into it e.g. "the clown looks (story_mood_here) at the situation" Moods the mob can express e.g. "chuckles" "looks disinterested"