/datum/artifact
Vars | |
account | Bank account info of the cargo tech skimming a cut of the sale |
---|---|
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_fallback | the glowy overlay used to ensure the glow is visible |
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 |
log_addendum | special_addendum for ArtifactLogs() proc |
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 |
scan | ID of the cargo tech skimming a cut of the sale |
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) |
type_size | the size category of the artifact |
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 |
Procs | |
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. |
hide_fx | hide artifact fx |
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 |
show_fx | show artifact fx |
Var Details
account
Bank account info of the cargo tech skimming a cut of the sale
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_fallback
the glowy overlay used to ensure the glow is visible
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
log_addendum
special_addendum for ArtifactLogs() proc
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
scan
ID of the cargo tech skimming a cut of the sale
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)
type_size
the size category of the artifact
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.
hide_fx
hide artifact fx
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
show_fx
show artifact fx