/tg/ Station 13 - Modules - TypesVar Details - Proc Details

omen

omen.dm: For when you want someone to have a really bad day

When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you, or hitting your head really hard when you slip and fall, or you get shocked by the tram rails at an unfortunate moment.

Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.

Vars

bless_fixableIf TRUE being blessed by the chaplain can remove the omen
damage_modBase damage from negative events. Cursed take 25% of this damage.
incidents_leftHow many incidents are left. If 0 exactly, it will get deleted.
luck_modBase probability of negative events. Cursed are half as unlucky.
on_deathCallback invoked on death
tracked_lightsList of light fixtures nearby - we track their state to see if they break or toggle
vesselWhatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending

Procs

InheritComponentThis is a omen eat omen world! The stronger omen survives.
check_accidentEvery time we move we need to check a few things for potential incidents
check_airlock_crushWhen we obstruct an airlock, there's a chance it will crush us instead of stopping like it should
check_blessHijack the mood system to see if we get the blessing mood event to cancel the omen
check_break_zapWhen a light we track breaks, there's a chance of zapping us
check_deathSevere deaths. Normally lifts the curse.
check_slipIf we get knocked down, see if we have a really bad slip and bash our head hard
check_toggle_zapWhen a light we track is toggled on or off, there's a chance of zapping us
check_vendingWhen we vend an item from a vending machine, there's a chance the machine will tip
death_explodeCreates a localized explosion that shakes the camera
fall_downAttempts to throw us down a nearby open space
light_zapZap the target with electricity from a light fixture
mirror_interactionGaze into a mirror and see if something bad happens
on_lifeOn life tick, run a few generic checks for accidents, and track nearby lights
roll_for_accidentRoll an accident happening, factoring in a few things, based on some base change.
spontaneous_combustionRandomly burst into flames
track_lightStart tracking a light, because it's near us and could be a threat
untrack_lightStop tracking a light, either because it broke or we moved away from it
vessel_qdeletingVessel got deleted, set it to null

Var Details

bless_fixable

If TRUE being blessed by the chaplain can remove the omen

damage_mod

Base damage from negative events. Cursed take 25% of this damage.

incidents_left

How many incidents are left. If 0 exactly, it will get deleted.

luck_mod

Base probability of negative events. Cursed are half as unlucky.

on_death

Callback invoked on death

tracked_lights

List of light fixtures nearby - we track their state to see if they break or toggle

vessel

Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending

Proc Details

InheritComponent

This is a omen eat omen world! The stronger omen survives.

check_accident

Every time we move we need to check a few things for potential incidents

check_airlock_crush

When we obstruct an airlock, there's a chance it will crush us instead of stopping like it should

check_bless

Hijack the mood system to see if we get the blessing mood event to cancel the omen

check_break_zap

When a light we track breaks, there's a chance of zapping us

check_death

Severe deaths. Normally lifts the curse.

check_slip

If we get knocked down, see if we have a really bad slip and bash our head hard

check_toggle_zap

When a light we track is toggled on or off, there's a chance of zapping us

check_vending

When we vend an item from a vending machine, there's a chance the machine will tip

death_explode

Creates a localized explosion that shakes the camera

fall_down

Attempts to throw us down a nearby open space

light_zap

Zap the target with electricity from a light fixture

mirror_interaction

Gaze into a mirror and see if something bad happens

on_life

On life tick, run a few generic checks for accidents, and track nearby lights

roll_for_accident

Roll an accident happening, factoring in a few things, based on some base change.

spontaneous_combustion

Randomly burst into flames

track_light

Start tracking a light, because it's near us and could be a threat

untrack_light

Stop tracking a light, either because it broke or we moved away from it

vessel_qdeleting

Vessel got deleted, set it to null