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

blood

Vars

base_nameThe "base name" of the blood, IE the "pool of" in "pool of blood"
can_dryCan this blood dry out?
decay_bloodinessIf TRUE our bloodiness decreases over time as we dry out
driedIs this blood dried out?
dry_descWhen dried, this becomes the desc of the blood
dry_prefixWhen dried, this is prefixed to the name
drying_progressThe process to drying out, recorded in deciseconds
drying_timeHow long it takes to dry out
emissive_alphaHow much our blood glows, up to 255 (it's the alpha of the EM overlay). 0 = no glow
last_bloodiness_refreshTracks the bloodiness at the last time we refreshed smells, we can avoid refreshing until a significant change has been made
qdel_on_dryDo we delete ourselves when we dry out?
smell_elements_presentLazylist of smell elements present, so we can remove them as we change dna and bloodiness

Procs

add_tracked_smellAdd the passed smell with the passed category to the blood Can optionally pass a multiplier which affects both intensity and radius
dryThis is what actually "dries" the blood. Returns true if it's all out of blood to dry, and false otherwise
get_blood_stringReturns a string of all the blood reagents in the blood
slow_drySlows 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