bodytype
Vars | |
additional_emotes | Add emotes to this list to add them to the defaults (ie. a humanoid species that also has a purr) |
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apply_encased | Associative list of organ_tag = "encased value". If set, sets the organ's encased var to the corresponding value; used in surgery. If the list is set, organ tags not present in the list will get encased set to null. |
arterial_bleed_multiplier | Used to modify the arterial_bleed_severity of organs. |
body_flags | A bitfield representing various bodytype-specific features. |
breathing_organ | If set, an organ with this tag is required for breathing |
cold_discomfort_strings | Aesthetic messages about feeling chilly. |
default_emotes | Generalized emote list available to mobs with this bodytype. |
desc | Seen when examining a prosthetic limb, if non-null. |
edible_reagent | The reagent organs are filled with, which currently affects what mobs that eat the organ will receive. TODO: Remove this in a later matter edibility refactor. |
eye_base_low_light_vision | Fractional multiplier (0 to 1) for the base alpha of the darkness overlay. A value of 1 means darkness is completely invisible. |
eye_flash_mod | Stun from blindness modifier. |
eye_low_light_vision_adjustment_speed | The rate at which low light vision adjusts towards the final value, as a fractional multiplier of the difference between the current and target alphas. ie. set to 0.15 for a 15% shift towards the target value each tick. |
eye_low_light_vision_effectiveness | Fractional multiplier for the overall effectiveness of low light vision for this species. Caps the final alpha value of the darkness plane. |
eye_low_light_vision_threshold | The lumcount (turf luminosity) threshold under which adaptive low light vision will begin processing. |
hardiness | Modifies min and max broken damage for the limb. |
has_eyes | Determines if eyes should render on heads using this bodytype. |
has_limbs | Associative list of organ_tag = organ_data. Organ data currently supports setting "path" and "descriptor", while "has_children" is automatically set. |
has_organ | Associative list of organ tags (ex. BP_HEART) to paths. Used to initialize organs and to check if a bodytype 'should have' (this can mean 'can have' or 'needs') an organ. |
heat_discomfort_strings | Aesthetic messages about feeling warm. |
is_robotic | Determines if this bodytype can be repaired by nanopaste, sparks when damaged, can malfunction, and can take EMP damage. |
limb_mapping | An associative list of target zones (ex. BP_CHEST, BP_MOUTH) mapped to all possible keys associated with the zone. Used for species with body layouts that do not map directly to a standard humanoid body. |
limb_tech | What tech levels should limbs of this type use/need? |
manual_dexterity | For hands, determines the dexterity value passed to get_manual_dexterity(). If null, defers to species. |
matter | Used to initialize organ matter |
modifier_string | Prefixed to the initial name of the limb, if non-null. |
modular_limb_tier | Determines how the limb behaves with regards to manual attachment/detachment. |
movement_slowdown | Applies a slowdown value to this limb. |
nail_noun | Used when filing your nails. |
name | Name used in general. |
organ_material | Used to initialize organ material |
override_limb_types | This list is merged into has_limbs in bodytype initialization. Used for species that only need to change one or two entries in has_limbs. |
pref_name | Name used in preference bodytype selection. Defaults to name. |
removed_emotes | Add emotes to this list to remove them from defaults (ie. blinking for a species with no eyes) |
rotate_on_prone | Set to FALSE if the mob will update prone icon based on state rather than transform. |
vision_organ | If set, an organ with this tag is required for vision. |
vital_organ_failure_death_delay | The grace period before mob death when an organ in vital_organs is lost |
vital_organs | Losing an organ from this list will give a grace period of vital_organ_failure_death_delay then kill the mob. |
Var Details
additional_emotes
Add emotes to this list to add them to the defaults (ie. a humanoid species that also has a purr)
apply_encased
Associative list of organ_tag = "encased value". If set, sets the organ's encased var to the corresponding value; used in surgery. If the list is set, organ tags not present in the list will get encased set to null.
arterial_bleed_multiplier
Used to modify the arterial_bleed_severity of organs.
body_flags
A bitfield representing various bodytype-specific features.
breathing_organ
If set, an organ with this tag is required for breathing
cold_discomfort_strings
Aesthetic messages about feeling chilly.
default_emotes
Generalized emote list available to mobs with this bodytype.
desc
Seen when examining a prosthetic limb, if non-null.
edible_reagent
The reagent organs are filled with, which currently affects what mobs that eat the organ will receive. TODO: Remove this in a later matter edibility refactor.
eye_base_low_light_vision
Fractional multiplier (0 to 1) for the base alpha of the darkness overlay. A value of 1 means darkness is completely invisible.
eye_flash_mod
Stun from blindness modifier.
eye_low_light_vision_adjustment_speed
The rate at which low light vision adjusts towards the final value, as a fractional multiplier of the difference between the current and target alphas. ie. set to 0.15 for a 15% shift towards the target value each tick.
eye_low_light_vision_effectiveness
Fractional multiplier for the overall effectiveness of low light vision for this species. Caps the final alpha value of the darkness plane.
eye_low_light_vision_threshold
The lumcount (turf luminosity) threshold under which adaptive low light vision will begin processing.
hardiness
Modifies min and max broken damage for the limb.
has_eyes
Determines if eyes should render on heads using this bodytype.
has_limbs
Associative list of organ_tag = organ_data. Organ data currently supports setting "path" and "descriptor", while "has_children" is automatically set.
has_organ
Associative list of organ tags (ex. BP_HEART) to paths. Used to initialize organs and to check if a bodytype 'should have' (this can mean 'can have' or 'needs') an organ.
heat_discomfort_strings
Aesthetic messages about feeling warm.
is_robotic
Determines if this bodytype can be repaired by nanopaste, sparks when damaged, can malfunction, and can take EMP damage.
limb_mapping
An associative list of target zones (ex. BP_CHEST, BP_MOUTH) mapped to all possible keys associated with the zone. Used for species with body layouts that do not map directly to a standard humanoid body.
limb_tech
What tech levels should limbs of this type use/need?
manual_dexterity
For hands, determines the dexterity value passed to get_manual_dexterity(). If null, defers to species.
matter
Used to initialize organ matter
modifier_string
Prefixed to the initial name of the limb, if non-null.
modular_limb_tier
Determines how the limb behaves with regards to manual attachment/detachment.
movement_slowdown
Applies a slowdown value to this limb.
nail_noun
Used when filing your nails.
name
Name used in general.
organ_material
Used to initialize organ material
override_limb_types
This list is merged into has_limbs in bodytype initialization. Used for species that only need to change one or two entries in has_limbs.
pref_name
Name used in preference bodytype selection. Defaults to name.
removed_emotes
Add emotes to this list to remove them from defaults (ie. blinking for a species with no eyes)
rotate_on_prone
Set to FALSE if the mob will update prone icon based on state rather than transform.
vision_organ
If set, an organ with this tag is required for vision.
vital_organ_failure_death_delay
The grace period before mob death when an organ in vital_organs
is lost
vital_organs
Losing an organ from this list will give a grace period of vital_organ_failure_death_delay
then kill the mob.