blood 
Vars | |
| base_name | The "base name" of the blood, IE the "pool of" in "pool of blood" |
|---|---|
| can_dry | Can this blood dry out? |
| decay_bloodiness | If TRUE our bloodiness decreases over time as we dry out |
| dried | Is this blood dried out? |
| dry_desc | When dried, this becomes the desc of the blood |
| dry_prefix | When dried, this is prefixed to the name |
| drying_progress | The process to drying out, recorded in deciseconds |
| drying_time | How long it takes to dry out |
| emissive_alpha | How much our blood glows, up to 255 (it's the alpha of the EM overlay). 0 = no glow |
| last_bloodiness_refresh | Tracks the bloodiness at the last time we refreshed smells, we can avoid refreshing until a significant change has been made |
| qdel_on_dry | Do we delete ourselves when we dry out? |
| smell_elements_present | Lazylist of smell elements present, so we can remove them as we change dna and bloodiness |
Procs | |
| add_tracked_smell | Add the passed smell with the passed category to the blood Can optionally pass a multiplier which affects both intensity and radius |
| dry | This is what actually "dries" the blood. Returns true if it's all out of blood to dry, and false otherwise |
| get_blood_string | Returns a string of all the blood reagents in the blood |
| slow_dry | Slows down the drying time by a given amount, then updates the effect, meaning the animation will slow down |
Var Details
base_name 
The "base name" of the blood, IE the "pool of" in "pool of blood"
can_dry 
Can this blood dry out?
decay_bloodiness 
If TRUE our bloodiness decreases over time as we dry out
dried 
Is this blood dried out?
dry_desc 
When dried, this becomes the desc of the blood
dry_prefix 
When dried, this is prefixed to the name
drying_progress 
The process to drying out, recorded in deciseconds
drying_time 
How long it takes to dry out
emissive_alpha 
How much our blood glows, up to 255 (it's the alpha of the EM overlay). 0 = no glow
last_bloodiness_refresh 
Tracks the bloodiness at the last time we refreshed smells, we can avoid refreshing until a significant change has been made
qdel_on_dry 
Do we delete ourselves when we dry out?
smell_elements_present 
Lazylist of smell elements present, so we can remove them as we change dna and bloodiness
Proc Details
add_tracked_smell
Add the passed smell with the passed category to the blood Can optionally pass a multiplier which affects both intensity and radius
dry
This is what actually "dries" the blood. Returns true if it's all out of blood to dry, and false otherwise
get_blood_string
Returns a string of all the blood reagents in the blood
slow_dry
Slows down the drying time by a given amount, then updates the effect, meaning the animation will slow down