Yogstation 13 - Modules - TypesDefine Details

code/__DEFINES/combat.dm

BRUTEPhysical fracturing and warping of the material.
BURNScorching and charring of the material.
TOXPoisoning. Mostly caused by reagents.
OXYSuffocation.
CLONECellular degredation. Rare and difficult to treat.
STAMINAExhaustion and nonlethal damage.
BRAINBrain damage. Should probably be decomissioned and replaced with proper organ damage.
MELEEInvolves a melee attack or a thrown object.
BULLETInvolves a solid projectile.
LASERInvolves a laser.
ENERGYInvolves an EMP or energy-based projectile.
BOMBInvolves a shockwave, usually from an explosion.
BIOInvolved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
RADInvolves ionizing radiation.
ELECTRICInvolves electric shock.
FIREInvolves fire or temperature extremes.
ACIDInvolves corrosive substances.
MAGICInvolves magic.
WOUNDInvolved in checking the likelyhood of applying a wound to a mob.
SECONDARY_ATTACK_CALL_NORMALAlternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.
SECONDARY_ATTACK_CANCEL_ATTACK_CHAINCancels the attack chain entirely.
SECONDARY_ATTACK_CONTINUE_CHAINProceed with the attack chain, but don't call the normal methods.
REFLECTIVE_BLOCKBlocking projectiles reflects them back to whence they came.
OMNIDIRECTIONAL_BLOCKCan block from any direction.
TRANSPARENT_BLOCKThe blocking item is transparent and cannot block beam projectiles.
PARRYING_BLOCKHas the ability to parry, increasing block force for the first fraction of a second. Cannot block anything with TRAIT_UNPARRIABLE.
DAMAGE_ON_BLOCKTakes damage when blocking.
WIELD_TO_BLOCKRequires wielding to block.
ALWAYS_BLOCKWill always block, even when not trying to.
WEAPON_BLOCK_FLAGSDefault block flags for melee weapons.
SHIELD_BLOCK_FLAGSDefault block flags for shields.
BOLT_TYPE_STANDARDGun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90
BOLT_TYPE_OPENGun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Some SMGs, the L6
BOLT_TYPE_NO_BOLTGun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers
BOLT_TYPE_LOCKINGGun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs
SAWN_OFF_ACC_PENALTYaccuracy penalty of sawn off guns
SAWN_OFF_RECOILadded recoil of sawn off guns
AMMO_BOX_ONE_SPRITEammo box will always use provided icon state
AMMO_BOX_PER_BULLETammo box will have a different state for each bullet; <icon_state>-
AMMO_BOX_FULL_EMPTYammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0
SUPPRESSED_QUIETstandard suppressed
SUPPRESSED_VERYno message
CASINGFLAG_NO_LIVE_SPRITEIf the ammo casing doesn't have a different live and spent icon, it will just use the non-live sprite instead
CASINGFLAG_FORCE_CLEAR_CHAMBERIf the ammo casing should be force eject when fired even when the gun is not semi-auto, useful for casings that delete themselves. Only works with balistic weapons
CASINGFLAG_NOT_HEAVY_METALIf the ammo casing should not spin when thrown
DAMAGE_PRECISIONWe will round to this value in damage calculations.
DAMAGE_TRANSFER_COEFFICIENTDamage transferred to the chest when hitting a limb that has reached the damage cap
BULLET_ACT_HITIt's a successful hit, whatever that means in the context of the thing it's hitting.
BULLET_ACT_BLOCKIt's a blocked hit, whatever that means in the context of the thing it's hitting.
BULLET_ACT_FORCE_PIERCEIt pierces through the object regardless of the bullet being piercing by default.
BULLET_ACT_TURFIt hit us but it should hit something on the same turf too. Usually used for turfs.
BULLET_ACT_PENETRATEIt hit something, but it should just keep going until it hit something else

Define Details

ACID

Involves corrosive substances.

ALWAYS_BLOCK

Will always block, even when not trying to.

AMMO_BOX_FULL_EMPTY

ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0

AMMO_BOX_ONE_SPRITE

ammo box will always use provided icon state

AMMO_BOX_PER_BULLET

ammo box will have a different state for each bullet; <icon_state>-

BIO

Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.

BOLT_TYPE_LOCKING

Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs

BOLT_TYPE_NO_BOLT

Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers

BOLT_TYPE_OPEN

Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Some SMGs, the L6

BOLT_TYPE_STANDARD

Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90

BOMB

Involves a shockwave, usually from an explosion.

BRAIN

Brain damage. Should probably be decomissioned and replaced with proper organ damage.

BRUTE

Physical fracturing and warping of the material.

BULLET

Involves a solid projectile.

BULLET_ACT_BLOCK

It's a blocked hit, whatever that means in the context of the thing it's hitting.

BULLET_ACT_FORCE_PIERCE

It pierces through the object regardless of the bullet being piercing by default.

BULLET_ACT_HIT

It's a successful hit, whatever that means in the context of the thing it's hitting.

BULLET_ACT_PENETRATE

It hit something, but it should just keep going until it hit something else

BULLET_ACT_TURF

It hit us but it should hit something on the same turf too. Usually used for turfs.

BURN

Scorching and charring of the material.

CASINGFLAG_FORCE_CLEAR_CHAMBER

If the ammo casing should be force eject when fired even when the gun is not semi-auto, useful for casings that delete themselves. Only works with balistic weapons

CASINGFLAG_NOT_HEAVY_METAL

If the ammo casing should not spin when thrown

CASINGFLAG_NO_LIVE_SPRITE

If the ammo casing doesn't have a different live and spent icon, it will just use the non-live sprite instead

CLONE

Cellular degredation. Rare and difficult to treat.

DAMAGE_ON_BLOCK

Takes damage when blocking.

DAMAGE_PRECISION

We will round to this value in damage calculations.

DAMAGE_TRANSFER_COEFFICIENT

Damage transferred to the chest when hitting a limb that has reached the damage cap

ELECTRIC

Involves electric shock.

ENERGY

Involves an EMP or energy-based projectile.

FIRE

Involves fire or temperature extremes.

LASER

Involves a laser.

MAGIC

Involves magic.

MELEE

Involves a melee attack or a thrown object.

OMNIDIRECTIONAL_BLOCK

Can block from any direction.

OXY

Suffocation.

PARRYING_BLOCK

Has the ability to parry, increasing block force for the first fraction of a second. Cannot block anything with TRAIT_UNPARRIABLE.

RAD

Involves ionizing radiation.

REFLECTIVE_BLOCK

Blocking projectiles reflects them back to whence they came.

SAWN_OFF_ACC_PENALTY

accuracy penalty of sawn off guns

SAWN_OFF_RECOIL

added recoil of sawn off guns

SECONDARY_ATTACK_CALL_NORMAL

Alternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.

SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN

Cancels the attack chain entirely.

SECONDARY_ATTACK_CONTINUE_CHAIN

Proceed with the attack chain, but don't call the normal methods.

SHIELD_BLOCK_FLAGS

Default block flags for shields.

STAMINA

Exhaustion and nonlethal damage.

SUPPRESSED_QUIET

standard suppressed

SUPPRESSED_VERY

no message

TOX

Poisoning. Mostly caused by reagents.

TRANSPARENT_BLOCK

The blocking item is transparent and cannot block beam projectiles.

WEAPON_BLOCK_FLAGS

Default block flags for melee weapons.

WIELD_TO_BLOCK

Requires wielding to block.

WOUND

Involved in checking the likelyhood of applying a wound to a mob.