Goonstation 13 - Modules - TypesVar Details - Proc Details

/datum/artifact

Vars

activ_soundWhat noise the artifact makes when activated
activ_textWhat message the artifact gives when activated
activatedIs the artifact currently switched on?
artitypethe artifact origin (martian, eldritch, etc...)
associated_objectthe actual /obj type that is the artifact for this datum
automatic_activationDoes the artifact switch itself on on spawn?
deact_soundWhat noise the artifact makes when deactivated
deact_textWhat message the artifact gives when deactivated
examine_hintAn additional message displayed when examining, to hint at the artifact type (mainly used for more dangerous types)
fault_blacklistfault types that are not allowed on this type of artifact (usually due to not working properly/making sense)
fault_typesa weighted list of possible faults it should be the possible fault types of the origin minus the fault types in the artifact type's fault_blacklist
faultsthe list of all the artifacts faults
fx_imagethe glowy overlay used for when the artifact is activated
healthThe health of the artifact, can be damaged by stimuli, chems, etc When it hits 0, the artifact will be destroyed (after triggering ArtifactDestroyed())
hint_textMessage displayed when the artifact receives the correct stimulus at close to the correct amount (but not quite there)
holderthe actual /obj that belongs to this specific artifact instance
internal_namethe actual name of the artifact to be displayed once it is analyzed
max_triggersmaximum amount of triggers the artifact will have
min_triggersminimum amount of triggers the artifact will have
no_activationDoes the artifact not need activation? (for instance, reagent containers)
nofxused to set straight icon_states on activation instead of fx overlays
rarity_weighta weighted commonness, the higher it is the more often the artifact will appear at 0 it should not appear randomly at all
react_elecElecbox response, Returned Current, Circuit Capacity, Circuit Interference This is mostly so the Circuit Capacity can show the capacity of artifact power cells. Because those inherit from the cell object, it is set up in the New() proc of the /obj, I guess.
react_heatHeater response, Artifact Temp, Heat/Cold Reponse, Details The artifact temp is modified by origin, so that could be used to find the real origin as well. Heat/Cold reponse just shows if the current artifact reponds to the current stimulus The Details just give a hint for a whole bunch of artifacts
react_mpctImpact Pad response, Vibration Amplitude, Vibration Frequency This is mostly so one can figure out the origin of disguised artifacts It also allows you to see if an artifact reponds to physical force easily without activating it set up in ArtifactSetup()
react_xrayX-ray response, Density, Structural Consistency, Structural Integrity, Reponse, Special Features lots of features make it good to determine artifact types, but the values are also modified a lot by origin/faults, to make it trickier notably, Density can also estimate the yield of explosive artifact bombs Set on the artifact datum
scramblechanceHow likely this artifact is to appear to be from an origin that it isn't from
touch_descriptorsSome descriptive texts you may get when you touch the artifact. It is based mainly on origin, but some artifact types add more descriptors. It is based on the fake origin though, so it is no use for recognizing fake origins.
triggersWhich stimuli will activate this artifact?
type_namethe name for this artifact type, used for displaying it visually (for instance in analysis forms)
used_namesa number of "fake" names for each artifact origin, for when people put the wrong origin on an analysis form
validtriggersList from which to pick the triggers
validtypesthe list of options for the origin from which to pick from

Procs

effect_activateWhat the artifact does once when activated.
effect_click_tileWhat the artifact does after you clicked some tile with it when activated. Basically like afterattack() for activated artifacts.
effect_deactivateWhat the artifact does once when deactivated.
effect_melee_attackWhat the artifact does when it is activated and you smack a person with it. Only called in /obj/item/artifact/melee_weapon so far.
effect_processWhat activated artifact machines do each processing tick.
effect_touchWhat the artifact does if touched while activated.
get_rarity_modifierThe rarity modifier formula based on the types rarity_weight. This is used for stuff like the probability of an artifact being this type, or the price an artifact will fetch when sold. By the old Tier system this would be ~0.63 for a tier 4 artifact, ~0.1 for a tier 1 artifact
get_trigger_by_pathGets the trigger instance of this type if the artifact has that trigger.
get_trigger_by_stringGets the trigger instance of this name if the artifact has that trigger.
may_activateWhether or not the artifact is allowed to activate, usually just a sanity check, but artifact types can add more conditions (like cooldowns).
post_setupgets called after the artifact basics (origin, appearance, object, etc) are all set up, so the type can modify it further

Var Details

activ_sound

What noise the artifact makes when activated

activ_text

What message the artifact gives when activated

activated

Is the artifact currently switched on?

artitype

the artifact origin (martian, eldritch, etc...)

associated_object

the actual /obj type that is the artifact for this datum

automatic_activation

Does the artifact switch itself on on spawn?

deact_sound

What noise the artifact makes when deactivated

deact_text

What message the artifact gives when deactivated

examine_hint

An additional message displayed when examining, to hint at the artifact type (mainly used for more dangerous types)

fault_blacklist

fault types that are not allowed on this type of artifact (usually due to not working properly/making sense)

fault_types

a weighted list of possible faults it should be the possible fault types of the origin minus the fault types in the artifact type's fault_blacklist

faults

the list of all the artifacts faults

fx_image

the glowy overlay used for when the artifact is activated

health

The health of the artifact, can be damaged by stimuli, chems, etc When it hits 0, the artifact will be destroyed (after triggering ArtifactDestroyed())

hint_text

Message displayed when the artifact receives the correct stimulus at close to the correct amount (but not quite there)

holder

the actual /obj that belongs to this specific artifact instance

internal_name

the actual name of the artifact to be displayed once it is analyzed

max_triggers

maximum amount of triggers the artifact will have

min_triggers

minimum amount of triggers the artifact will have

no_activation

Does the artifact not need activation? (for instance, reagent containers)

nofx

used to set straight icon_states on activation instead of fx overlays

rarity_weight

a weighted commonness, the higher it is the more often the artifact will appear at 0 it should not appear randomly at all

react_elec

Elecbox response, Returned Current, Circuit Capacity, Circuit Interference This is mostly so the Circuit Capacity can show the capacity of artifact power cells. Because those inherit from the cell object, it is set up in the New() proc of the /obj, I guess.

react_heat

Heater response, Artifact Temp, Heat/Cold Reponse, Details The artifact temp is modified by origin, so that could be used to find the real origin as well. Heat/Cold reponse just shows if the current artifact reponds to the current stimulus The Details just give a hint for a whole bunch of artifacts

react_mpct

Impact Pad response, Vibration Amplitude, Vibration Frequency This is mostly so one can figure out the origin of disguised artifacts It also allows you to see if an artifact reponds to physical force easily without activating it set up in ArtifactSetup()

react_xray

X-ray response, Density, Structural Consistency, Structural Integrity, Reponse, Special Features lots of features make it good to determine artifact types, but the values are also modified a lot by origin/faults, to make it trickier notably, Density can also estimate the yield of explosive artifact bombs Set on the artifact datum

scramblechance

How likely this artifact is to appear to be from an origin that it isn't from

touch_descriptors

Some descriptive texts you may get when you touch the artifact. It is based mainly on origin, but some artifact types add more descriptors. It is based on the fake origin though, so it is no use for recognizing fake origins.

triggers

Which stimuli will activate this artifact?

type_name

the name for this artifact type, used for displaying it visually (for instance in analysis forms)

used_names

a number of "fake" names for each artifact origin, for when people put the wrong origin on an analysis form

validtriggers

List from which to pick the triggers

validtypes

the list of options for the origin from which to pick from

Proc Details

effect_activate

What the artifact does once when activated.

effect_click_tile

What the artifact does after you clicked some tile with it when activated. Basically like afterattack() for activated artifacts.

effect_deactivate

What the artifact does once when deactivated.

effect_melee_attack

What the artifact does when it is activated and you smack a person with it. Only called in /obj/item/artifact/melee_weapon so far.

effect_process

What activated artifact machines do each processing tick.

effect_touch

What the artifact does if touched while activated.

get_rarity_modifier

The rarity modifier formula based on the types rarity_weight. This is used for stuff like the probability of an artifact being this type, or the price an artifact will fetch when sold. By the old Tier system this would be ~0.63 for a tier 4 artifact, ~0.1 for a tier 1 artifact

get_trigger_by_path

Gets the trigger instance of this type if the artifact has that trigger.

get_trigger_by_string

Gets the trigger instance of this name if the artifact has that trigger.

may_activate

Whether or not the artifact is allowed to activate, usually just a sanity check, but artifact types can add more conditions (like cooldowns).

post_setup

gets called after the artifact basics (origin, appearance, object, etc) are all set up, so the type can modify it further