Ethereal Jaunt
Vars | |
exit_point_list | List of valid exit points |
---|---|
jaunt_duration | For how long are we jaunting? |
jaunt_in_time | For how long we become immobilized after exiting the jaunt. |
jaunt_in_type | Visual for jaunting |
jaunt_out_time | For how long we become immobilized when using this spell. |
jaunt_out_type | Visual for exiting the jaunt |
Procs | |
do_jaunt | Begin the jaunt, and the entire jaunt chain. Puts cast_on in the phased mob holder here. |
do_jaunt_in | The wind-up (wind-out?) of exiting the jaunt. Optional, only called if jaunt_in_time is above 2.5 seconds. |
do_jaunt_out | The wind-up to the jaunt. Optional, only called if jaunt_out_time is set. |
do_steam_effects | Does some steam effects from the jaunt at passed loc. |
end_jaunt | Finally, the actual veritable end of the jaunt chains. Deletes the phase holder, ejecting the caster at final_point. |
start_jaunt | The actual process of starting the jaunt. Sets up the signals and exit points and allows the caster to actually start moving around. |
stop_jaunt | The stopping of the jaunt. Unregisters and signals and places the jaunter on the turf they will exit at. |
update_exit_point | Updates the exit point of the jaunt |
Var Details
exit_point_list
List of valid exit points
jaunt_duration
For how long are we jaunting?
jaunt_in_time
For how long we become immobilized after exiting the jaunt.
jaunt_in_type
Visual for jaunting
jaunt_out_time
For how long we become immobilized when using this spell.
jaunt_out_type
Visual for exiting the jaunt
Proc Details
do_jaunt
Begin the jaunt, and the entire jaunt chain. Puts cast_on in the phased mob holder here.
Calls do_jaunt_out:
- if jaunt_out_time is set to more than 0, Or immediately calls start_jaunt:
- if jaunt_out_time = 0
do_jaunt_in
The wind-up (wind-out?) of exiting the jaunt. Optional, only called if jaunt_in_time is above 2.5 seconds.
Calls end_jaunt.
do_jaunt_out
The wind-up to the jaunt. Optional, only called if jaunt_out_time is set.
Calls start_jaunt.
do_steam_effects
Does some steam effects from the jaunt at passed loc.
end_jaunt
Finally, the actual veritable end of the jaunt chains. Deletes the phase holder, ejecting the caster at final_point.
If the final_point is dense for some reason, tries to put the caster in an adjacent turf.
start_jaunt
The actual process of starting the jaunt. Sets up the signals and exit points and allows the caster to actually start moving around.
Calls stop_jaunt after the jaunt runs out.
stop_jaunt
The stopping of the jaunt. Unregisters and signals and places the jaunter on the turf they will exit at.
Calls do_jaunt_in:
- immediately, if jaunt_in_time >= 2.5 seconds
- 2.5 seconds - jaunt_in_time seconds otherwise
update_exit_point
Updates the exit point of the jaunt
Called when the jaunting mob holder moves, this updates the backup exit-jaunt location, in case the jaunt ends with the mob still in a wall. Five spots are kept in the list, in case the last few changed since we passed by (doors closing, engineers building walls, etc)