Space Station 13 - Nebula13 - Modules - TypesVar Details

bodytype

Vars

_organ_tags_by_categoryExpected organ tags per category, used only for stance checking at time of writing.
_organs_by_categoryExpected organ types per category, used only for stance checking at time of writing.
additional_emotesAdd emotes to this list to add them to the defaults (ie. a humanoid species that also has a purr)
age_descriptorUsed for comparing ages between mobs.
antaghud_offset_xUsed to offset the antagHUD indicator for wide or tall mobs.
antaghud_offset_yUsed to offset the antagHUD indicator for wide or tall mobs.
appearance_descriptorsUsed for comparing various cosmetic properties between mobs.
appearance_flagsAppearance/display related features.
apply_encasedAssociative 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.
apply_eye_colourDo the eyes of this mob apply a pref colour like hair?
arterial_bleed_multiplierUsed to modify the arterial_bleed_severity of organs.
associated_genderUsed to retrieve bodytypes by pronoun type in get_bodytype_by_pronouns()
bandages_iconA set of overlays to draw from when a limb has been bandaged. TODO: merge with bandage markings.
blood_overlaysA set of states to use when rendering blood over the top of worn clothing. TODO: move this to item icons.
body_flagsA bitfield representing various bodytype-specific features.
bodyfall_soundsSounds that play when a mob with this bodytype goes prone.
bodytype_categoryA general label for bodytypes.
bodytype_flagA flag used on clothing to determine if this bodytype can wear a given clothing item.
breathing_organIf set, an organ with this tag is required for breathing
cold_discomfort_stringsAesthetic messages about feeling chilly.
cold_level_1Cold damage level 1 below this point. -30 Celsium degrees
cold_level_2Cold damage level 2 below this point.
cold_level_3Cold damage level 3 below this point.
cosmetics_iconAn icon used to draw from for cosmetic sprite accessories.
damage_overlaysA set of base icons used to generate damaged states for brute/burn injuries to limbs.
default_emotesGeneralized emote list available to mobs with this bodytype.
default_hug_messagePer-bodytype per-zone message strings, see /mob/proc/get_hug_zone_messages
default_sprite_accessoriesA list of sprite accessories applied to this mob by default.
descSeen when examining a prosthetic limb, if non-null.
edible_reagentThe 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.
emote_soundsProvides bodytype-specific sounds to emote that need them.
eye_base_low_light_visionFractional multiplier (0 to 1) for the base alpha of the darkness overlay. A value of 1 means darkness is completely invisible.
eye_blendWhat blend mode is used to draw eyes onto the mob?
eye_contaminant_guardDo the eyes of this bodytype protect against chlorine and such?
eye_darksight_rangeHow many tiles can this mob see in the dark? Note that degree of visibility is determined by low light vision vars above, this is just the radius.
eye_flash_modStun from blindness modifier.
eye_iconIcon to draw eye overlays from.
eye_innate_flash_protectionAre the eyes of this bodytype resistant to flashes?
eye_low_light_vision_adjustment_speedThe 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_effectivenessFractional 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_thresholdThe lumcount (turf luminosity) threshold under which adaptive low light vision will begin processing.
eye_offsetAmount to shift eyes on the Y axis to correct for non-32px height. Used downstream, do not remove.
footprints_iconIcon to use when walking across snow, sand or mud. Separate to bloody footprints for now.
hardinessModifies min and max broken damage for the limb.
has_eyesDetermines if eyes should render on heads using this bodytype.
has_limbsAssociative list of organ_tag = organ_data. Organ data currently supports setting "path" and "descriptor", while "has_children" is automatically set.
has_organAssociative 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.
health_hud_intensityAn intensity value applied to limbs with this bodytype when creating the health status indicator HUD element.
heat_discomfort_stringsAesthetic messages about feeling warm.
heat_level_1Heat damage level 1 above this point.
heat_level_2Heat damage level 2 above this point.
heat_level_3Heat damage level 3 above this point.
husk_iconAn overlay applied when a mob is 'husked' via burn damage.
icon_baseThe base 'standard' icon set for this bodytype's organs.
icon_deformedA variant on icon_base for used when a limb has the mutated status.
icon_templateUsed for mob icon generation for non-32x32 species.
ignited_iconDrawn over a mob when the mob is on fire.
is_roboticDetermines if this bodytype can be repaired by nanopaste, sparks when damaged, can malfunction, and can take EMP damage.
limb_blendWhat blend mode should be used when drawing this limb icon?
limb_icon_intensityA general intensity value applied to limbs during apply_limb_colouration().
limb_mappingAn 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_techWhat tech levels should limbs of this type use/need?
manual_dexterityFor hands, determines the dexterity value passed to get_manual_dexterity(). If null, defers to species.
matterUsed to initialize organ matter
mob_sizeThe relative size of a mob. Consistent with ITEM_SIZE defines.
modifier_stringPrefixed to the initial name of the limb, if non-null.
modular_limb_tierDetermines how the limb behaves with regards to manual attachment/detachment.
movement_slowdownApplies a slowdown value to this limb.
nail_nounWhat noun is used when filing your nails?
nameName used in general.
natural_armour_valuesArmour values used if naked.
onmob_state_modifiersA set of slot strings to modifier strings, used to modify clothing if the state is available in the icon.
organ_materialUsed to initialize organ material
override_emote_soundsFor emotes that check bodytypes for sounds, this list will partially override the general emote_sounds list.
override_limb_typesThis list is merged into has_limbs in bodytype initialization. Used for species that only need to change one or two entries in has_limbs.
override_organ_typesUsed for species that only need to change one or two entries in has_organ.
pixel_offset_xUsed for offsetting large icons.
pixel_offset_yUsed for offsetting large icons.
pixel_offset_zUsed for offsetting large icons.
pref_nameName used in preference bodytype selection. Defaults to name.
prone_overlay_offsetAmount to shift overlays when lying. TODO: check if this is still needed with KEEP_TOGETHER
removed_emotesAdd emotes to this list to remove them from defaults (ie. blinking for a species with no eyes)
rotate_on_proneSet to FALSE if the mob will update prone icon based on state rather than transform.
skeletal_iconAn alternate icon set to use when a mob or organ has been skeletonised.
surgery_overlay_iconDrawn over mob bodyparts when they are surgically open/retracted.
vision_organIf set, an organ with this tag is required for vision.
vital_organ_failure_death_delayThe grace period before mob death when an organ in vital_organs is lost
vital_organsLosing an organ from this list will give a grace period of vital_organ_failure_death_delay then kill the mob.
vulnerable_locationAn organ tag that can be kicked for increased pain, previously sexybits_location.
z_flagsUsed to apply flags like WIDE_LOAD to nonstandard mobs.

Var Details

_organ_tags_by_category

Expected organ tags per category, used only for stance checking at time of writing.

_organs_by_category

Expected organ types per category, used only for stance checking at time of writing.

additional_emotes

Add emotes to this list to add them to the defaults (ie. a humanoid species that also has a purr)

age_descriptor

Used for comparing ages between mobs.

antaghud_offset_x

Used to offset the antagHUD indicator for wide or tall mobs.

antaghud_offset_y

Used to offset the antagHUD indicator for wide or tall mobs.

appearance_descriptors

Used for comparing various cosmetic properties between mobs.

appearance_flags

Appearance/display related features.

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.

apply_eye_colour

Do the eyes of this mob apply a pref colour like hair?

arterial_bleed_multiplier

Used to modify the arterial_bleed_severity of organs.

associated_gender

Used to retrieve bodytypes by pronoun type in get_bodytype_by_pronouns()

bandages_icon

A set of overlays to draw from when a limb has been bandaged. TODO: merge with bandage markings.

blood_overlays

A set of states to use when rendering blood over the top of worn clothing. TODO: move this to item icons.

body_flags

A bitfield representing various bodytype-specific features.

bodyfall_sounds

Sounds that play when a mob with this bodytype goes prone.

bodytype_category

A general label for bodytypes.

bodytype_flag

A flag used on clothing to determine if this bodytype can wear a given clothing item.

breathing_organ

If set, an organ with this tag is required for breathing

cold_discomfort_strings

Aesthetic messages about feeling chilly.

cold_level_1

Cold damage level 1 below this point. -30 Celsium degrees

cold_level_2

Cold damage level 2 below this point.

cold_level_3

Cold damage level 3 below this point.

cosmetics_icon

An icon used to draw from for cosmetic sprite accessories.

damage_overlays

A set of base icons used to generate damaged states for brute/burn injuries to limbs.

default_emotes

Generalized emote list available to mobs with this bodytype.

default_hug_message

Per-bodytype per-zone message strings, see /mob/proc/get_hug_zone_messages

default_sprite_accessories

A list of sprite accessories applied to this mob by default.

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.

emote_sounds

Provides bodytype-specific sounds to emote that need them.

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_blend

What blend mode is used to draw eyes onto the mob?

eye_contaminant_guard

Do the eyes of this bodytype protect against chlorine and such?

eye_darksight_range

How many tiles can this mob see in the dark? Note that degree of visibility is determined by low light vision vars above, this is just the radius.

eye_flash_mod

Stun from blindness modifier.

eye_icon

Icon to draw eye overlays from.

eye_innate_flash_protection

Are the eyes of this bodytype resistant to flashes?

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.

eye_offset

Amount to shift eyes on the Y axis to correct for non-32px height. Used downstream, do not remove.

footprints_icon

Icon to use when walking across snow, sand or mud. Separate to bloody footprints for now.

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.

health_hud_intensity

An intensity value applied to limbs with this bodytype when creating the health status indicator HUD element.

heat_discomfort_strings

Aesthetic messages about feeling warm.

heat_level_1

Heat damage level 1 above this point.

heat_level_2

Heat damage level 2 above this point.

heat_level_3

Heat damage level 3 above this point.

husk_icon

An overlay applied when a mob is 'husked' via burn damage.

icon_base

The base 'standard' icon set for this bodytype's organs.

icon_deformed

A variant on icon_base for used when a limb has the mutated status.

icon_template

Used for mob icon generation for non-32x32 species.

ignited_icon

Drawn over a mob when the mob is on fire.

is_robotic

Determines if this bodytype can be repaired by nanopaste, sparks when damaged, can malfunction, and can take EMP damage.

limb_blend

What blend mode should be used when drawing this limb icon?

limb_icon_intensity

A general intensity value applied to limbs during apply_limb_colouration().

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

mob_size

The relative size of a mob. Consistent with ITEM_SIZE defines.

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

What noun is used when filing your nails?

name

Name used in general.

natural_armour_values

Armour values used if naked.

onmob_state_modifiers

A set of slot strings to modifier strings, used to modify clothing if the state is available in the icon.

organ_material

Used to initialize organ material

override_emote_sounds

For emotes that check bodytypes for sounds, this list will partially override the general emote_sounds list.

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.

override_organ_types

Used for species that only need to change one or two entries in has_organ.

pixel_offset_x

Used for offsetting large icons.

pixel_offset_y

Used for offsetting large icons.

pixel_offset_z

Used for offsetting large icons.

pref_name

Name used in preference bodytype selection. Defaults to name.

prone_overlay_offset

Amount to shift overlays when lying. TODO: check if this is still needed with KEEP_TOGETHER

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.

skeletal_icon

An alternate icon set to use when a mob or organ has been skeletonised.

surgery_overlay_icon

Drawn over mob bodyparts when they are surgically open/retracted.

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.

vulnerable_location

An organ tag that can be kicked for increased pain, previously sexybits_location.

z_flags

Used to apply flags like WIDE_LOAD to nonstandard mobs.