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

kinetic_crusher

Kinetic Crusher

Lavaland's "Hard Mode" option for players, requiring melee attacks (backstabs even better), but allowing you to upgrade it with trophies gained from fighting lavaland monsters, making it a good tradeoff and a decent playstyle.

Vars

acts_as_if_wieldedThis var is used to imitate being weilded if it's one handed
backstab_bonusDamage that the mark additionally does when hit by the crusher via backstab
charge_timeHow long before our crusher will recharge by default
charge_timerTimer before our crusher recharges
chargedIf our crusher is ready to fire a projectile (FALSE means it's on cooldown)
current_inhand_icon_stateUsed by retool kits when changing the crusher's appearance
detonation_damageDamage that the mark does when hit by the crusher
fire_kinetic_blast_soundThe sound that plays when we fire a kinetic blast
force_wieldedWielded damage we deal, aka our "real" damage
projectile_iconThe file in which our projectile icon resides
projectile_icon_fileThis var is used by retool kits when changing the crusher's projectile appearance
projectile_icon_stateUsed by retool kits when changing the crusher's projectile sprite
projectile_recharge_soundThe sound that plays when we recharge the projectile
toggle_light_soundThe sound that plays when the light is turned off/on
trophiesList of all crusher trophies attached to this.

Procs

add_runic_glowProcs used to add the emissive layer (the runes) to the weapons.
attempt_recharge_projectileHandles the timer for reloading the projectile
attempt_recharge_runesHandles the timer for reloading the projectile (slight edit of kinetic_crusher.dm)
recharge_projectileRecharges the projectile
recharge_runesRecharges the projectile (slight edit of kinetic_crusher.dm)
update_wieldingUpdates the two handed component with new damage values

Var Details

acts_as_if_wielded

This var is used to imitate being weilded if it's one handed

backstab_bonus

Damage that the mark additionally does when hit by the crusher via backstab

charge_time

How long before our crusher will recharge by default

charge_timer

Timer before our crusher recharges

charged

If our crusher is ready to fire a projectile (FALSE means it's on cooldown)

current_inhand_icon_state

Used by retool kits when changing the crusher's appearance

detonation_damage

Damage that the mark does when hit by the crusher

fire_kinetic_blast_sound

The sound that plays when we fire a kinetic blast

force_wielded

Wielded damage we deal, aka our "real" damage

projectile_icon

The file in which our projectile icon resides

projectile_icon_file

This var is used by retool kits when changing the crusher's projectile appearance

projectile_icon_state

Used by retool kits when changing the crusher's projectile sprite

projectile_recharge_sound

The sound that plays when we recharge the projectile

toggle_light_sound

The sound that plays when the light is turned off/on

trophies

List of all crusher trophies attached to this.

Proc Details

add_runic_glow

Procs used to add the emissive layer (the runes) to the weapons.

attempt_recharge_projectile

Handles the timer for reloading the projectile

attempt_recharge_runes

Handles the timer for reloading the projectile (slight edit of kinetic_crusher.dm)

recharge_projectile

Recharges the projectile

recharge_runes

Recharges the projectile (slight edit of kinetic_crusher.dm)

update_wielding

Updates the two handed component with new damage values