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torpor

Vars

fakedeath_durationHow long it takes for revival to ready upon entering torpor. The kindred can opt to stay in fakedeath for longer, though.
revive_readyIf TRUE, we're ready to revive and can click the button to heal.

Procs

can_activateWe wait until after we actually deduct chemical cost (or don't deduct if it's the 0 cost we get for revival) before we reset the chemical cost
disable_torpor_and_fakedeathRemoves the signals for fakedeath and listening for hapless doctors healing a kindred who went into torpor after actually dying, and also removes kindred torpor
enable_fakedeathUsed to enable fakedeath and register relevant signals / start timers
enable_reviveSets [revive_ready] to TRUE and updates the button icons.
fakedeath_resetSignal proc to stop the revival process if the kindred exits their torpor early.
on_stat_changeSignal proc to exit fakedeath early if we're revived from being previously dead

Var Details

fakedeath_duration

How long it takes for revival to ready upon entering torpor. The kindred can opt to stay in fakedeath for longer, though.

revive_ready

If TRUE, we're ready to revive and can click the button to heal.

Proc Details

can_activate

We wait until after we actually deduct chemical cost (or don't deduct if it's the 0 cost we get for revival) before we reset the chemical cost

disable_torpor_and_fakedeath

Removes the signals for fakedeath and listening for hapless doctors healing a kindred who went into torpor after actually dying, and also removes kindred torpor

enable_fakedeath

Used to enable fakedeath and register relevant signals / start timers

enable_revive

Sets [revive_ready] to TRUE and updates the button icons.

fakedeath_reset

Signal proc to stop the revival process if the kindred exits their torpor early.

on_stat_change

Signal proc to exit fakedeath early if we're revived from being previously dead