code/__DEFINES/combat.dm
BRUTE | Physical fracturing and warping of the material. |
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BURN | Scorching and charring of the material. |
TOX | Poisoning. Mostly caused by reagents. |
OXY | Suffocation. |
CLONE | Cellular degredation. Rare and difficult to treat. |
STAMINA | Exhaustion and nonlethal damage. |
BRAIN | Brain damage. Should probably be decomissioned and replaced with proper organ damage. |
MELEE | Involves a melee attack or a thrown object. |
BULLET | Involves a solid projectile. |
LASER | Involves a laser. |
ENERGY | Involves an EMP or energy-based projectile. |
BOMB | Involves a shockwave, usually from an explosion. |
BIO | Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin. |
RAD | Involves ionizing radiation. |
ELECTRIC | Involves electric shock. |
FIRE | Involves fire or temperature extremes. |
ACID | Involves corrosive substances. |
MAGIC | Involves magic. |
WOUND | Involved in checking the likelyhood of applying a wound to a mob. |
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. |
REFLECTIVE_BLOCK | Blocking projectiles reflects them back to whence they came. |
OMNIDIRECTIONAL_BLOCK | Can block from any direction. |
TRANSPARENT_BLOCK | The blocking item is transparent and cannot block beam projectiles. |
PARRYING_BLOCK | Has the ability to parry, increasing block force for the first fraction of a second. Cannot block anything with TRAIT_UNPARRIABLE. |
DAMAGE_ON_BLOCK | Takes damage when blocking. |
WIELD_TO_BLOCK | Requires wielding to block. |
ALWAYS_BLOCK | Will always block, even when not trying to. |
WEAPON_BLOCK_FLAGS | Default block flags for melee weapons. |
SHIELD_BLOCK_FLAGS | Default block flags for shields. |
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 |
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_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_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 |
SAWN_OFF_ACC_PENALTY | accuracy penalty of sawn off guns |
SAWN_OFF_RECOIL | added recoil of sawn off guns |
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>- |
AMMO_BOX_FULL_EMPTY | ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0 |
SUPPRESSED_QUIET | standard suppressed |
SUPPRESSED_VERY | no message |
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 |
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 |
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 |
BULLET_ACT_HIT | It's a successful hit, whatever that means in the context of the thing it's hitting. |
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_TURF | It hit us but it should hit something on the same turf too. Usually used for turfs. |
BULLET_ACT_PENETRATE | It 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.