/atom
Vars | |
base_pixel_x | Default pixel x shifting for the atom's icon. |
---|---|
base_pixel_y | Default pixel y shifting for the atom's icon. |
minimap_color | The color this atom will be if we choose to draw it on the minimap |
orbit_target | Reference to atom being orbited |
reagents | Chemistry. |
Procs | |
Topic | Passes Stat Browser Panel clicks to the game and calls client click on an atom |
add_blood | add_blood |
attack_alien | *The parent proc, will default to UnarmedAttack behaviour unless overriden Return XENO_ATTACK_ACTION if it does something and the attack should have full attack delay. Return XENO_NONCOMBAT_ACTION if it did something and should have some delay. Return XENO_NO_DELAY_ACTION if it gave an error message or should have no delay at all, ex. "You can't X that, it's Y!" Return FALSE if it didn't do anything and should count as a missed slash. |
balloon_alert | Creates text that will float from the atom upwards to the viewer. |
balloon_alert_to_viewers | Create balloon alerts (text that floats up) to everything within range. Will only display to people who can see. |
beam | This is what you use to start a beam. Example: origin.Beam(target, args). Store the return of this proc if you don't set maxdist or time, you need it to delete the beam. |
connect_to_shuttle | This proc is called on atoms when they are loaded into a shuttle |
get_all_orbiters | Recursive getter method to return a list of all ghosts orbitting this atom |
get_storage_depth_to | Returns the storage depth of an atom. This is the number of items the atom is nested in before reaching the designated container, counted inclusively. Returning 1 == directly inside the container's contents, 2 == inside something which is itself inside the container, etc. An alternative to loc.loc; looked at another way, the number it returns is the number of loc checks before reaching the target. Returns FALSE if the atom isn't somewhere inside the container's contents. |
get_storage_depth_turf | Like get storage depth to, but returns the depth to the nearest turf, inclusively Returns FALSE if no top level turf (a loc was null somewhere, or a non-turf atom's loc was an area somehow). |
langchat_display_image | |
langchat_drop_image | Hides the image, if one exists. Do not null the langchat image; it is rotated when the mob is buckled or proned to maintain text orientation. |
langchat_make_image | Creates the image if one does not exist, resets settings that are modified by speech procs. |
setDir | Hook for running code when a dir change occurs |
transfer_label_component | //////////////////// Hand Labeler //////////////////////////////// meant for use with qdelling/newing things to transfer labels between them |
vv_get_dropdown | Return the markup to for the dropdown list for the VV panel for this atom |
Var Details
base_pixel_x
Default pixel x shifting for the atom's icon.
base_pixel_y
Default pixel y shifting for the atom's icon.
minimap_color
The color this atom will be if we choose to draw it on the minimap
orbit_target
Reference to atom being orbited
reagents
Chemistry.
Proc Details
Topic
Passes Stat Browser Panel clicks to the game and calls client click on an atom
add_blood
add_blood
attack_alien
*The parent proc, will default to UnarmedAttack behaviour unless overriden Return XENO_ATTACK_ACTION if it does something and the attack should have full attack delay. Return XENO_NONCOMBAT_ACTION if it did something and should have some delay. Return XENO_NO_DELAY_ACTION if it gave an error message or should have no delay at all, ex. "You can't X that, it's Y!" Return FALSE if it didn't do anything and should count as a missed slash.
If using do_afters or sleeps, use invoke_async (or manually add the relevant action delayand return FALSE so that it doesn't double up on the delays) so that it applies the delay immediately instead of when it finishes.*
balloon_alert
Creates text that will float from the atom upwards to the viewer.
balloon_alert_to_viewers
Create balloon alerts (text that floats up) to everything within range. Will only display to people who can see.
beam
This is what you use to start a beam. Example: origin.Beam(target, args). Store the return of this proc if you don't set maxdist or time, you need it to delete the beam.
Unless you're making a custom beam effect (see the beam_type argument), you won't actually have to mess with any other procs. Make sure you store the return of this Proc, you'll need it to kill the beam. Arguments: BeamTarget: Where you're beaming from. Where do you get origin? You didn't read the docs, fuck you. icon_state: What the beam's icon_state is. The datum effect isn't the ebeam object, it doesn't hold any icon and isn't type dependent. icon: What the beam's icon file is. Don't change this, man. All beam icons should be in beam.dmi anyways. maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams. beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it.
connect_to_shuttle
This proc is called on atoms when they are loaded into a shuttle
get_all_orbiters
Recursive getter method to return a list of all ghosts orbitting this atom
This will work fine without manually passing arguments.
get_storage_depth_to
Returns the storage depth of an atom. This is the number of items the atom is nested in before reaching the designated container, counted inclusively. Returning 1 == directly inside the container's contents, 2 == inside something which is itself inside the container, etc. An alternative to loc.loc; looked at another way, the number it returns is the number of loc checks before reaching the target. Returns FALSE if the atom isn't somewhere inside the container's contents.
get_storage_depth_turf
Like get storage depth to, but returns the depth to the nearest turf, inclusively Returns FALSE if no top level turf (a loc was null somewhere, or a non-turf atom's loc was an area somehow).
langchat_display_image
- Displays image to a single listener after it was built above eg. for chaining different game logic than speech code This does just that, doesn't check deafness or language! Do what you will in that regard *
langchat_drop_image
Hides the image, if one exists. Do not null the langchat image; it is rotated when the mob is buckled or proned to maintain text orientation.
langchat_make_image
Creates the image if one does not exist, resets settings that are modified by speech procs.
setDir
Hook for running code when a dir change occurs
Not recommended to override, listen for the COMSIG_ATOM_DIR_CHANGE signal instead (sent by this proc)
transfer_label_component
//////////////////// Hand Labeler //////////////////////////////// meant for use with qdelling/newing things to transfer labels between them
vv_get_dropdown
Return the markup to for the dropdown list for the VV panel for this atom
Override in subtypes to add custom VV handling in the VV panel