Daedalus Dock - Modules - TypesVar Details - Proc Details

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

actionthe action done to the target, see memory.dm in _DEFINES
extra_infoextra 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.
memorizerjob of the person memorizing the event
memorizer_mindjob of the person memorizing the event
memorizer_moodmood of the person memorizing the event when it happend. can change the style.
memory_flagsFlags of any special behavior for the memory
namename of the memory the user sees
story_valuethe 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_nameThe 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"