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. |
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. |
EMBEDDED_PAIN_CHANCE | Chance for embedded objects to cause pain (damage user) |
EMBEDDED_ITEM_FALLOUT | Chance for embedded object to fall out (causing pain but removing the object) |
EMBED_CHANCE | Chance for an object to embed into somebody when thrown |
EMBEDDED_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does while embedded (this*item.w_class) |
EMBEDDED_IMPACT_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class) |
EMBED_THROWSPEED_THRESHOLD | The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1) |
EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class) |
EMBEDDED_UNSAFE_REMOVAL_TIME | A Time in ticks, total removal time = (this*item.w_class) |
EMBEDDED_JOSTLE_CHANCE | Chance for embedded objects to cause pain every time they move (jostle) |
EMBEDDED_JOSTLE_PAIN_MULTIPLIER | Coefficient of multiplication for the damage the item does while |
EMBEDDED_PAIN_STAM_PCT | This percentage of all pain will be dealt as stam damage rather than brute (0-1) |
EMBED_CHANCE_SPEED_BONUS | For thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance |
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 |
EXPLODE_GIB_THRESHOLD | ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor |
CARBON_MAX_IMPACT_SPEED_BONUS | If a carbon is thrown at a speed faster than normal and impacts something solid, they take extra damage for every extra speed up to this number (see [/mob/living/carbon/proc/throw_impact]) |
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. |
AUTOFIRE_STAT_IDLE | Compatible firemode is in the gun. Wait until it's held in the user hands. |
AUTOFIRE_STAT_ALERT | Gun is active and in the user hands. Wait until user does a valid click. |
AUTOFIRE_STAT_FIRING | Gun is shooting. |
MARTIAL_ATTACK_INVALID | Martial arts attack requested but is not available, allow a check for a regular attack. |
MARTIAL_ATTACK_FAIL | Martial arts attack happened but failed, do not allow a check for a regular attack. |
MARTIAL_ATTACK_SUCCESS | Martial arts attack happened and succeeded, do not allow a check for a regular attack. |
ARMOR_WEAKENED_MULTIPLIER | IF an object is weak against armor, this is the value that any present armor is multiplied by |
Define Details
ACID
Involves corrosive substances.
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>-
ARMOR_WEAKENED_MULTIPLIER
IF an object is weak against armor, this is the value that any present armor is multiplied by
AUTOFIRE_STAT_ALERT
Gun is active and in the user hands. Wait until user does a valid click.
AUTOFIRE_STAT_FIRING
Gun is shooting.
AUTOFIRE_STAT_IDLE
Compatible firemode is in the gun. Wait until it's held in the user hands.
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.
BURN
Scorching and charring of the material.
CARBON_MAX_IMPACT_SPEED_BONUS
If a carbon is thrown at a speed faster than normal and impacts something solid, they take extra damage for every extra speed up to this number (see [/mob/living/carbon/proc/throw_impact])
CLONE
Cellular degredation. Rare and difficult to treat.
EMBEDDED_IMPACT_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
EMBEDDED_ITEM_FALLOUT
Chance for embedded object to fall out (causing pain but removing the object)
EMBEDDED_JOSTLE_CHANCE
Chance for embedded objects to cause pain every time they move (jostle)
EMBEDDED_JOSTLE_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does while
EMBEDDED_PAIN_CHANCE
Chance for embedded objects to cause pain (damage user)
EMBEDDED_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
EMBEDDED_PAIN_STAM_PCT
This percentage of all pain will be dealt as stam damage rather than brute (0-1)
EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER
Coefficient of multiplication for the damage the item does when it falls out or is removed without a surgery (this*item.w_class)
EMBEDDED_UNSAFE_REMOVAL_TIME
A Time in ticks, total removal time = (this*item.w_class)
EMBED_CHANCE
Chance for an object to embed into somebody when thrown
EMBED_CHANCE_SPEED_BONUS
For thrown weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance
EMBED_THROWSPEED_THRESHOLD
The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
ENERGY
Involves an EMP or energy-based projectile.
EXPLODE_GIB_THRESHOLD
ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
FIRE
Involves fire or temperature extremes.
LASER
Involves a laser.
MAGIC
Involves magic.
MARTIAL_ATTACK_FAIL
Martial arts attack happened but failed, do not allow a check for a regular attack.
MARTIAL_ATTACK_INVALID
Martial arts attack requested but is not available, allow a check for a regular attack.
MARTIAL_ATTACK_SUCCESS
Martial arts attack happened and succeeded, do not allow a check for a regular attack.
MELEE
Involves a melee attack or a thrown object.
OXY
Suffocation.
RAD
Involves ionizing radiation.
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.
STAMINA
Exhaustion and nonlethal damage.
SUPPRESSED_QUIET
standard suppressed
SUPPRESSED_VERY
no message
TOX
Poisoning. Mostly caused by reagents.
WOUND
Involved in checking the likelyhood of applying a wound to a mob.