Yogstation 13 - Modules - TypesVar Details - Proc Details

organ

Vars

damagetotal damage this organ has sustained
healing_factorHealing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick
organ_efficiencyhow functional this organ is, higher numbers = stronger lower = garbage, scales multiplicitively with health (50% health = *50% efficiency)
prev_damageOrgan variables for determining what we alert the owner with when they pass/clear the damage thresholds
visualDo we effect the appearance of our mob. Used to save time in preference code

Procs

applyOrganDamageAdjusts an organ's damage by the amount "d", up to a maximum amount, which is by default max damage
check_damage_thresholdsDamage decrements by a percent of its maxhealth Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
exit_wardrobeUsed as callbacks by object pooling
get_availability
get_organ_efficiencyreturns an organ's efficiency, a percent value (rounded to the 10s) based on damage that is multiplied by organ_efficiency
setOrganDamageSETS an organ's damage to the amount "d", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken

Var Details

damage

total damage this organ has sustained

healing_factor

Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick

organ_efficiency

how functional this organ is, higher numbers = stronger lower = garbage, scales multiplicitively with health (50% health = *50% efficiency)

prev_damage

Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds

visual

Do we effect the appearance of our mob. Used to save time in preference code

Proc Details

applyOrganDamage

Adjusts an organ's damage by the amount "d", up to a maximum amount, which is by default max damage

check_damage_thresholds

Damage decrements by a percent of its maxhealth Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health

exit_wardrobe

Used as callbacks by object pooling

get_availability

get_organ_efficiency

returns an organ's efficiency, a percent value (rounded to the 10s) based on damage that is multiplied by organ_efficiency

setOrganDamage

SETS an organ's damage to the amount "d", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken