organ

Vars | |
healing_factor | Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick |
---|---|
prev_damage | Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds |
reagent_vol | The size of the reagent container |
useable | When you take a bite you cant jam it in for surgery anymore. |
Procs | |
applyOrganDamage | Adjusts an organ's damage by the amount "damage_amount", up to a maximum amount, which is by default max damage |
before_organ_replacement | Called before organs are replaced in regenerate_organs with new ones |
check_damage_thresholds | |
examine | 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 |
get_availability | |
get_status_text | Called by medical scanners to get a simple summary of how healthy the organ is. Returns an empty string if things are fine. |
handle_failing_organs | Organs don't die instantly, and neither should you when you get fucked up |
organ_failure | |
setOrganDamage | SETS an organ's damage to the amount "damage_amount", 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
healing_factor

Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick
prev_damage

Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
reagent_vol

The size of the reagent container
useable

When you take a bite you cant jam it in for surgery anymore.
Proc Details
applyOrganDamage
Adjusts an organ's damage by the amount "damage_amount", up to a maximum amount, which is by default max damage
before_organ_replacement
Called before organs are replaced in regenerate_organs with new ones
check_damage_thresholds
- check_damage_thresholds
- input: mob/organ_owner (a mob, the owner of the organ we call the proc on)
- output: returns a message should get displayed.
- 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.
examine
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
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 specific organless trait. stomach for example checks if the species has NOSTOMACH and return based on that.
-
Arguments:
-
owner_species - species, needed to return whether the species has an organ specific trait
get_status_text
Called by medical scanners to get a simple summary of how healthy the organ is. Returns an empty string if things are fine.
handle_failing_organs
Organs don't die instantly, and neither should you when you get fucked up
organ_failure
-
organ_failure
-
generic proc for handling dying organs
-
Arguments:
-
delta_time - seconds since last tick
setOrganDamage
SETS an organ's damage to the amount "damage_amount", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken