organ
Vars | |
damage | total damage this organ has sustained |
---|---|
healing_factor | Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick |
organ_efficiency | how functional this organ is, higher numbers = stronger lower = garbage, scales multiplicitively with health (50% health = *50% efficiency) |
prev_damage | Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds |
visual | Do we effect the appearance of our mob. Used to save time in preference code |
Procs | |
applyOrganDamage | Adjusts an organ's damage by the amount "d", up to a maximum amount, which is by default max damage |
check_damage_thresholds | Damage decrements by a percent of its maxhealth Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health |
exit_wardrobe | Used as callbacks by object pooling |
get_availability | |
get_organ_efficiency | returns an organ's efficiency, a percent value (rounded to the 10s) based on damage that is multiplied by organ_efficiency |
setOrganDamage | SETS an organ's damage to the amount "d", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken |
Var Details
damage
total damage this organ has sustained
healing_factor
Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick
organ_efficiency
how functional this organ is, higher numbers = stronger lower = garbage, scales multiplicitively with health (50% health = *50% efficiency)
prev_damage
Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
visual
Do we effect the appearance of our mob. Used to save time in preference code
Proc Details
applyOrganDamage
Adjusts an organ's damage by the amount "d", up to a maximum amount, which is by default max damage
check_damage_thresholds
Damage decrements by a percent of its maxhealth Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
- check_damage_thresholds
- input: M (a mob, the owner of the organ we call the proc on)
- output:
- description: By checking our current damage against our previous damage, we can decide whether we've passed an organ threshold.
-
If we have, send the corresponding threshold message to the owner, if such a message exists.
exit_wardrobe
Used as callbacks by object pooling
get_availability
-
get_availability
-
returns whether the species should innately have this organ.
-
regenerate organs works with generic organs, so we need to get whether it can accept certain organs just by what this returns.
-
This is set to return true or false, depending on if a species has a trait that would nulify the purpose of the organ.
-
For example, lungs won't be given if you have NO_BREATH, stomachs check for NO_HUNGER, and livers check for NO_METABOLISM.
-
If you want a carbon to have a trait that normally blocks an organ but still want the organ. Attach the trait to the organ using the organ_traits var
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Arguments:
-
owner_species - species, needed to return whether the species has an organ specific trait
get_organ_efficiency
returns an organ's efficiency, a percent value (rounded to the 10s) based on damage that is multiplied by organ_efficiency
setOrganDamage
SETS an organ's damage to the amount "d", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken