byond - Modules - TypesVar Details - Proc Details

Emote

Most of the text that's not someone talking is based off of this.

Yes, the displayed message is stored on the datum, it would cause problems for emotes with a message that can vary, but that's handled differently in run_emote(), so be sure to use can_message_change if you plan to have different displayed messages from player to player.

Vars

alt_messageMessage displayed for audible emotes if someone's deaf. Only use this if key_third_person can't be acceptably used. ie. if someone says *medic and someone's deaf, they'd receive [X] calls for a medic! silently., which is not ideal.
audio_cooldownHow long is the cooldown on the audio of the emote, if it has one?
can_message_changeDoes this message have a message that can be modified by the user?
cooldownThe cooldown between the uses of the emote.
emote_typeWhether the emote is visible and/or audible bitflag
hands_use_checkChecks if the mob can use its hands before performing the emote.
keyWhat calls the emote.
key_third_personThis will also call the emote.
keybindShould this emote generate a keybind?
keybind_categoryDoes this emote have a custom keybind category?
messageMessage displayed when emote is used.
message_paramMessage with %t at the end to allow adding params to the message, like for mobs doing an emote relatively to something else.
mob_type_allowed_typecacheTypes that are allowed to use that emote.
mob_type_blacklist_typecacheTypes that are NOT allowed to use that emote.
mob_type_ignore_stat_typecacheTypes that can use this emote regardless of their state.
muzzle_ignoreWill only work if the emote is EMOTE_AUDIBLE.
only_forced_audioCan only code call this event instead of the player.
say_messageWhat message to make the user send with the emote?
soundSound to play when emote is called.
stat_allowedIn which state can you use this emote? (Check stat.dm for a full list of them)
varyUsed for the honk borg emote.
volumeWhat volume should the sound be played at?

Procs

can_run_emoteCheck to see if the user is allowed to run the emote.
check_cooldownFor handling emote cooldown, return true to allow the emote to happen.
get_soundTo get the sound that the emote plays, for special sound interactions depending on the mob.
replace_pronounTo replace pronouns in the inputed string with the user's proper pronouns.
run_emoteHandles the modifications and execution of emotes.
run_langchatHandles above-head chat automatically running on an emote.
select_message_typeSelects the message type to override the message with.
select_paramReplaces the %t in the message in message_param by params.
should_play_soundCheck to see if the user should play a sound when performing the emote.

Var Details

alt_message

Message displayed for audible emotes if someone's deaf. Only use this if key_third_person can't be acceptably used. ie. if someone says *medic and someone's deaf, they'd receive [X] calls for a medic! silently., which is not ideal.

audio_cooldown

How long is the cooldown on the audio of the emote, if it has one?

can_message_change

Does this message have a message that can be modified by the user?

cooldown

The cooldown between the uses of the emote.

emote_type

Whether the emote is visible and/or audible bitflag

hands_use_check

Checks if the mob can use its hands before performing the emote.

key

What calls the emote.

key_third_person

This will also call the emote.

keybind

Should this emote generate a keybind?

keybind_category

Does this emote have a custom keybind category?

message

Message displayed when emote is used.

message_param

Message with %t at the end to allow adding params to the message, like for mobs doing an emote relatively to something else.

mob_type_allowed_typecache

Types that are allowed to use that emote.

mob_type_blacklist_typecache

Types that are NOT allowed to use that emote.

mob_type_ignore_stat_typecache

Types that can use this emote regardless of their state.

muzzle_ignore

Will only work if the emote is EMOTE_AUDIBLE.

only_forced_audio

Can only code call this event instead of the player.

say_message

What message to make the user send with the emote?

sound

Sound to play when emote is called.

stat_allowed

In which state can you use this emote? (Check stat.dm for a full list of them)

vary

Used for the honk borg emote.

volume

What volume should the sound be played at?

Proc Details

can_run_emote

Check to see if the user is allowed to run the emote.

Arguments:

Returns a bool about whether or not the user can run the emote.

check_cooldown

For handling emote cooldown, return true to allow the emote to happen.

Arguments:

Returns FALSE if the cooldown is not over, TRUE if the cooldown is over.

get_sound

To get the sound that the emote plays, for special sound interactions depending on the mob.

Arguments:

Returns the sound that will be made while sending the emote.

replace_pronoun

To replace pronouns in the inputed string with the user's proper pronouns.

Arguments:

Returns the modified msg string.

run_emote

Handles the modifications and execution of emotes.

Arguments:

Returns TRUE if it was able to run the emote, FALSE otherwise.

run_langchat

Handles above-head chat automatically running on an emote.

Arguments:

select_message_type

Selects the message type to override the message with.

Arguments:

Returns the new message, or msg directly, if no change was needed.

select_param

Replaces the %t in the message in message_param by params.

Arguments:

Returns the modified string.

should_play_sound

Check to see if the user should play a sound when performing the emote.

Arguments:

Returns a bool about whether or not the user should play a sound when performing the emote.