bodytype 
Vars | |
_organ_tags_by_category | Expected organ tags per category, used only for stance checking at time of writing. |
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_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. |
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.