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30 lines
1.7 KiB
Plaintext
30 lines
1.7 KiB
Plaintext
//The stuff below is very rough and will be refined once im done writing the actual systems.
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/*
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The system has gotten a bit convoluted so im gonna write down some notes here to help people.
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How do i add new Material trigger procs?
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-Add a new datum for it in the Mat_MaterialProcs.dm file
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-Make sure the signature for the execute proc matches what will be passed in. See the Mat_Materials.dm file and the calling procs therein - for example "triggerOnLife" - to find the signatures.
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-In the New proc of the material datum, do something like addDelegate(triggersOnAdd, new /datum/materialProc/erebite_flash())
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How do i add a new Trigger?
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-Add a list and a calling proc for it in the base material definition
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-Add the name of the list to triggerVars in Mat_ProcsDefines.dm
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-Add the required handling for the new trigger in the getFusedMaterial proc in Mat_ProcsDefines.dm - See the existing ones for an example.
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-Make sure the calling proc you created in step one is called from somewhere in the game.
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-If possible, make sure that the call for your new trigger has the object owning the material or a relevant entity as its first argument.
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How do i add a new material flag?
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-Add it in _setup.dm
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-Add the handling for it in the getFusedMaterial proc in Mat_ProcsDefines.dm
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-Give it a name in getMatFlagString in Mat_ProcsDefines.dm
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MATERIAL PROPERTIES:
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Tensile Strength: How much a material can be stretched before it snaps
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Compressive Strength: How much a material can resist being crushed
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Shear Strength: Essentially resistance to being cut or abrased
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Ductility: How much it can be fucked with until it is permanently deformed
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Toughness: How much force it can absorb without fracturing
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*/ |