/tg/ Station 13 - Modules - TypesVar Details - Proc Details

species datum

Datum that handles different species in the game.

This datum handles species in the game, such as lizardpeople, mothmen, zombies, skeletons, etc. It is used in carbon humans to determine various things about them, like their food preferences, if they have biological genders, their damage resistances, and more.

Vars

armorPercentage modifier for overall defense of the race, or less defense, if it's negative.
ass_imageFor custom overrides for species ass images
attack_effectThe visual effect of the attack.
attack_typeType of damage attack does. Ethereals attack with burn damage for example.
attack_verbPunch-specific attack verb.
body_vis_overlaysList of visual overlays created by handle_body()
bodypart_overidesThe bodyparts this species uses. assoc of bodypart string - bodypart type. Make sure all the fucking entries are in or I'll skin you alive.
bodytemp_autorecovery_minMinimum amount of kelvin moved toward normal body temperature per tick.
bodytemp_cold_damage_limitThe body temperature limit the body can take before it starts taking damage from cold.
bodytemp_heat_damage_limitThe body temperature limit the body can take before it starts taking damage from heat.
bodytemp_normalThe natural temperature for a body
breathidWhat gas does this species breathe? Used by suffocation screen alerts, most of actual gas breathing is handled by mutantlungs. See [life.dm][code/modules/mob/living/carbon/human/life.dm]
brutemodmultiplier for brute damage
burnmodmultiplier for burn damage
changesource_flagsBitflag that controls what in game ways something can select this species as a spawnable source, such as magic mirrors. See mob defines for possible sources.
coldmodmultiplier for damage from cold temperature
damage_overlay_typeWhat kind of damage overlays (if any) appear on our species when wounded? If this is "", does not add an overlay.
deathsoundUsed to set the mob's deathsound upon species change
disliked_foodBitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.
dust_animWhat anim to use for dusting
exotic_bloodIf your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.
exotic_bloodtypeIf your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.
external_organsList of external organs to generate like horns, frills, wings, etc. list(typepath of organ = "Round Beautiful BDSM Snout"). Still WIP
family_heirloomsList of family heirlooms this species can get with the family heirloom quirk. List of types.
fixed_mut_colorTo use MUTCOLOR with a fixed color that's independent of the mcolor feature in DNA.
flyThe actual flying ability given to flying species
flying_speciesIs this species a flying species? Used as an easy check for some things
gib_animWhat anim to use for gibbing
grab_soundSpecial sound for grabbing
grad_colorThe gradient color used to color the gradient.
grad_styleThe gradient style used for the mob's hair.
hair_alphaThe alpha used by the hair. 255 is completely solid, 0 is invisible.
hair_colorThis allows races to have specific hair colors. If null, it uses the H's hair/facial hair colors. If "mutcolor", it uses the H's mutant_color. If "fixedmutcolor", it uses fixedmutcolor
has_innate_wingsUsed to determine what description to give when using a potion of flight, if false it will describe them as growing new wings
heatmodmultiplier for damage from hot temperature
idIf the game needs to manually check your race to do something not included in a proc here, it will use this.
inert_mutationSpecial mutation that can be found in the genepool exclusively in this species. Dont leave empty or changing species will be a headache
inherent_biotypesList of biotypes the mob belongs to. Used by diseases.
inherent_factionsList of factions the mob gain upon gaining this species.
inherent_traitsGeneric traits tied to having the species.
knife_butcher_resultsList of results you get from knife-butchering. null means you cant butcher it. Associated by resulting type - value of amount
liked_foodBitfield for food types that the species likes, giving them a mood boost. Lizards like meat, for example.
meatWhat the species drops when gibbed by a gibber machine.
mutant_bodypartsVisible CURRENT bodyparts that are unique to a species. DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK SHIT UP! Changes to this list for non-species specific bodyparts (ie cat ears and tails) should be assigned at organ level if possible. Assoc values are defaults for given bodyparts, also modified by aforementioned organs. They also allow for faster '[]' list access versus 'in'. Other than that, they are useless right now. Layer hiding is handled by /datum/species/proc/handle_mutant_bodyparts below.
mutant_organsInternal organs that are unique to this race, like a tail.
mutantappendixReplaces default appendix with a different organ.
mutantbrainReplaces default brain with a different organ
mutantearsReplaces default ears with a different organ
mutanteyesReplaces default eyes with a different organ
mutanthandsForces an item into this species' hands. Only an honorary mutantthing because this is not an organ and not loaded in the same way, you've been warned to do your research.
mutantheartReplaces default heart with a different organ
mutantliverReplaces default liver with a different organ
mutantlungsReplaces default lungs with a different organ
mutantstomachReplaces default stomach with a different organ
mutanttongueReplaces default tongue with a different organ
nameThis is the fluff name. They are displayed on health analyzers and in the character setup menu. Leave them generic for other servers to customize.
no_equipInventory slots the race can't equip stuff to. Golems cannot wear jumpsuits, for example.
nojumpsuitAllows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.
offset_featuresClothing offsets. If a species has a different body than other species, you can offset clothing so they look less weird.
outfit_important_for_lifeA path to an outfit that is important for species life e.g. plasmaman outfit
payday_modifiermultiplier for money paid at payday
punchdamagehighHighest possible punch damage this species can give.
punchdamagelowLowest possible punch damage this species can give. If this is set to 0, punches will always miss.
punchstunthresholdDamage at which punches from this race will stun
say_modAffects the speech message, for example: Motharula flutters, "My speech message is flutters!"
sexesWhether or not the race has sexual characteristics (biological genders). At the moment this is only FALSE for skeletons and shadows
siemens_coeffBase electrocution coefficient. Basically a multiplier for damage from electrocutions.
skinned_typeWhat skin the species drops when gibbed by a gibber machine.
special_step_soundsSounds to override barefeet walking
species_language_holderWhat languages this species can understand and say. Use a language holder datum in this var.
species_traitsSpecies-only traits. Can be found in code/__DEFINES/DNA.dm
speedmodMultiplier for the race's speed. Positive numbers make it move slower, negative numbers make it move faster.
stunmodmultiplier for stun durations
toxic_foodBitfield for food types that the species absolutely hates, giving them even more disgust than disliked food. Meat is "toxic" to moths, for example.
use_skintonesDoes the species use skintones or not? As of now only used by humans.

Procs

apply_burn_woundsUsed to apply burn wounds on random limbs
body_temperature_alertsUsed to set alerts and debuffs based on body temperature vars:
body_temperature_coreUsed to stabilize the core temperature back to normal on living mobs
body_temperature_damageUsed to apply wounds and damage based on core/body temp vars:
body_temperature_skinUsed to normalize the skin temperature on living mobs
check_roundstart_eligibleChecks if a species is eligible to be picked at roundstart.
copy_properties_fromCopies some vars and properties over that should be kept when creating a copy of this species.
fix_non_native_limbsRemoves any non-native limbs from the mob
get_biological_stateThe human species version of /mob/living/carbon/proc/get_biological_state. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds
give_important_for_lifeEquip the outfit required for life. Replaces items currently worn.
go_baldMakes the target human bald.
handle_bodyHandles the body of a human
handle_body_temperatureBody temperature handler for species
handle_environmentEnvironment handler for species
handle_environment_pressureHandle the air pressure of the environment
handle_hairHandles hair icons and dynamic hair.
handle_mutant_bodypartsHandles the mutant bodyparts of a human
handle_mutations_and_radiationSpecies based handling for irradiation
harmThis proc handles punching damage. IMPORTANT: Our owner is the TARGET and not the USER in this proc. For whatever reason...
on_species_gainProc called when a carbon becomes this species.
on_species_lossProc called when a carbon is no longer this species.
pre_equip_species_outfitEquips the necessary species-relevant gear before putting on the rest of the uniform.
random_nameGenerates a random name for a carbon.
randomize_active_underwearProc that will randomise the underwear (i.e. top, pants and socks) of a species' associated mob
randomize_main_appearance_elementProc that will randomise the hair, or primary appearance element (i.e. for moths wings) of a species' associated mob
regenerate_organsCorrects organs in a carbon, removing ones it doesn't need and adding ones it does.
spec_unarmedattackSpecies override for unarmed attacks because the attack_hand proc was made by a mouth-breathing troglodyte on a tricycle. Also to whoever thought it would be a good idea to make it so the original spec_unarmedattack was not actually linked to unarmed attack needs to be checked by a doctor because they clearly have a vast empty space in their head.

Var Details

armor

Percentage modifier for overall defense of the race, or less defense, if it's negative.

ass_image

For custom overrides for species ass images

attack_effect

The visual effect of the attack.

attack_type

Type of damage attack does. Ethereals attack with burn damage for example.

attack_verb

Punch-specific attack verb.

body_vis_overlays

List of visual overlays created by handle_body()

bodypart_overides

The bodyparts this species uses. assoc of bodypart string - bodypart type. Make sure all the fucking entries are in or I'll skin you alive.

bodytemp_autorecovery_min

Minimum amount of kelvin moved toward normal body temperature per tick.

bodytemp_cold_damage_limit

The body temperature limit the body can take before it starts taking damage from cold.

bodytemp_heat_damage_limit

The body temperature limit the body can take before it starts taking damage from heat.

bodytemp_normal

The natural temperature for a body

breathid

What gas does this species breathe? Used by suffocation screen alerts, most of actual gas breathing is handled by mutantlungs. See [life.dm][code/modules/mob/living/carbon/human/life.dm]

brutemod

multiplier for brute damage

burnmod

multiplier for burn damage

changesource_flags

Bitflag that controls what in game ways something can select this species as a spawnable source, such as magic mirrors. See mob defines for possible sources.

coldmod

multiplier for damage from cold temperature

damage_overlay_type

What kind of damage overlays (if any) appear on our species when wounded? If this is "", does not add an overlay.

deathsound

Used to set the mob's deathsound upon species change

disliked_food

Bitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.

dust_anim

What anim to use for dusting

exotic_blood

If your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.

exotic_bloodtype

If your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.

external_organs

List of external organs to generate like horns, frills, wings, etc. list(typepath of organ = "Round Beautiful BDSM Snout"). Still WIP

family_heirlooms

List of family heirlooms this species can get with the family heirloom quirk. List of types.

fixed_mut_color

To use MUTCOLOR with a fixed color that's independent of the mcolor feature in DNA.

fly

The actual flying ability given to flying species

flying_species

Is this species a flying species? Used as an easy check for some things

gib_anim

What anim to use for gibbing

grab_sound

Special sound for grabbing

grad_color

The gradient color used to color the gradient.

grad_style

The gradient style used for the mob's hair.

hair_alpha

The alpha used by the hair. 255 is completely solid, 0 is invisible.

hair_color

This allows races to have specific hair colors. If null, it uses the H's hair/facial hair colors. If "mutcolor", it uses the H's mutant_color. If "fixedmutcolor", it uses fixedmutcolor

has_innate_wings

Used to determine what description to give when using a potion of flight, if false it will describe them as growing new wings

heatmod

multiplier for damage from hot temperature

id

If the game needs to manually check your race to do something not included in a proc here, it will use this.

inert_mutation

Special mutation that can be found in the genepool exclusively in this species. Dont leave empty or changing species will be a headache

inherent_biotypes

List of biotypes the mob belongs to. Used by diseases.

inherent_factions

List of factions the mob gain upon gaining this species.

inherent_traits

Generic traits tied to having the species.

knife_butcher_results

List of results you get from knife-butchering. null means you cant butcher it. Associated by resulting type - value of amount

liked_food

Bitfield for food types that the species likes, giving them a mood boost. Lizards like meat, for example.

meat

What the species drops when gibbed by a gibber machine.

mutant_bodyparts

Visible CURRENT bodyparts that are unique to a species. DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK SHIT UP! Changes to this list for non-species specific bodyparts (ie cat ears and tails) should be assigned at organ level if possible. Assoc values are defaults for given bodyparts, also modified by aforementioned organs. They also allow for faster '[]' list access versus 'in'. Other than that, they are useless right now. Layer hiding is handled by /datum/species/proc/handle_mutant_bodyparts below.

mutant_organs

Internal organs that are unique to this race, like a tail.

mutantappendix

Replaces default appendix with a different organ.

mutantbrain

Replaces default brain with a different organ

mutantears

Replaces default ears with a different organ

mutanteyes

Replaces default eyes with a different organ

mutanthands

Forces an item into this species' hands. Only an honorary mutantthing because this is not an organ and not loaded in the same way, you've been warned to do your research.

mutantheart

Replaces default heart with a different organ

mutantliver

Replaces default liver with a different organ

mutantlungs

Replaces default lungs with a different organ

mutantstomach

Replaces default stomach with a different organ

mutanttongue

Replaces default tongue with a different organ

name

This is the fluff name. They are displayed on health analyzers and in the character setup menu. Leave them generic for other servers to customize.

no_equip

Inventory slots the race can't equip stuff to. Golems cannot wear jumpsuits, for example.

nojumpsuit

Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.

offset_features

Clothing offsets. If a species has a different body than other species, you can offset clothing so they look less weird.

outfit_important_for_life

A path to an outfit that is important for species life e.g. plasmaman outfit

payday_modifier

multiplier for money paid at payday

punchdamagehigh

Highest possible punch damage this species can give.

punchdamagelow

Lowest possible punch damage this species can give. If this is set to 0, punches will always miss.

punchstunthreshold

Damage at which punches from this race will stun

say_mod

Affects the speech message, for example: Motharula flutters, "My speech message is flutters!"

sexes

Whether or not the race has sexual characteristics (biological genders). At the moment this is only FALSE for skeletons and shadows

siemens_coeff

Base electrocution coefficient. Basically a multiplier for damage from electrocutions.

skinned_type

What skin the species drops when gibbed by a gibber machine.

special_step_sounds

Sounds to override barefeet walking

species_language_holder

What languages this species can understand and say. Use a language holder datum in this var.

species_traits

Species-only traits. Can be found in code/__DEFINES/DNA.dm

speedmod

Multiplier for the race's speed. Positive numbers make it move slower, negative numbers make it move faster.

stunmod

multiplier for stun durations

toxic_food

Bitfield for food types that the species absolutely hates, giving them even more disgust than disliked food. Meat is "toxic" to moths, for example.

use_skintones

Does the species use skintones or not? As of now only used by humans.

Proc Details

apply_burn_wounds

Used to apply burn wounds on random limbs

This is called from body_temperature_damage when exposure to extream heat adds up and causes a wound. The wounds will increase in severity as the temperature increases. vars:

body_temperature_alerts

Used to set alerts and debuffs based on body temperature vars:

body_temperature_core

Used to stabilize the core temperature back to normal on living mobs

The metabolisim heats up the core of the mob trying to keep it at the normal body temp vars:

body_temperature_damage

Used to apply wounds and damage based on core/body temp vars:

body_temperature_skin

Used to normalize the skin temperature on living mobs

The core temp effects the skin, then the enviroment effects the skin, then we refect that back to the core. This happens even when dead so bodies revert to room temp over time. vars:

check_roundstart_eligible

Checks if a species is eligible to be picked at roundstart.

Checks the config to see if this species is allowed to be picked in the character setup menu. Used by /proc/generate_selectable_species.

copy_properties_from

Copies some vars and properties over that should be kept when creating a copy of this species.

Used by slimepeople to copy themselves, and by the DNA datum to hardset DNA to a species Arguments:

fix_non_native_limbs

Removes any non-native limbs from the mob

get_biological_state

The human species version of /mob/living/carbon/proc/get_biological_state. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds

give_important_for_life

Equip the outfit required for life. Replaces items currently worn.

go_bald

Makes the target human bald.

Arguments:

handle_body

Handles the body of a human

Handles lipstick, having no eyes, eye color, undergarnments like underwear, undershirts, and socks, and body layers. Calls handle_mutant_bodyparts Arguments:

handle_body_temperature

Body temperature handler for species

These procs manage body temp, bamage, and alerts Some of these will still fire when not alive to balance body temp to the room temp. vars:

handle_environment

Environment handler for species

vars:

handle_environment_pressure

Handle the air pressure of the environment

handle_hair

Handles hair icons and dynamic hair.

Handles hiding hair with clothing, hair layers, losing hair due to husking or augmented heads, facial hair, head hair, and hair styles. Arguments:

handle_mutant_bodyparts

Handles the mutant bodyparts of a human

Handles the adding and displaying of, layers, colors, and overlays of mutant bodyparts and accessories. Handles digitigrade leg displaying and squishing. Arguments:

handle_mutations_and_radiation

Species based handling for irradiation

Arguments:

harm

This proc handles punching damage. IMPORTANT: Our owner is the TARGET and not the USER in this proc. For whatever reason...

on_species_gain

Proc called when a carbon becomes this species.

This sets up and adds/changes/removes things, qualities, abilities, and traits so that the transformation is as smooth and bugfree as possible. Produces a COMSIG_SPECIES_GAIN signal. Arguments:

on_species_loss

Proc called when a carbon is no longer this species.

This sets up and adds/changes/removes things, qualities, abilities, and traits so that the transformation is as smooth and bugfree as possible. Produces a COMSIG_SPECIES_LOSS signal. Arguments:

pre_equip_species_outfit

Equips the necessary species-relevant gear before putting on the rest of the uniform.

random_name

Generates a random name for a carbon.

This generates a random unique name based on a human's species and gender. Arguments:

randomize_active_underwear

Proc that will randomise the underwear (i.e. top, pants and socks) of a species' associated mob

randomize_main_appearance_element

Proc that will randomise the hair, or primary appearance element (i.e. for moths wings) of a species' associated mob

regenerate_organs

Corrects organs in a carbon, removing ones it doesn't need and adding ones it does.

Takes all organ slots, removes organs a species should not have, adds organs a species should have. can use replace_current to refresh all organs, creating an entirely new set.

Arguments:

spec_unarmedattack

Species override for unarmed attacks because the attack_hand proc was made by a mouth-breathing troglodyte on a tricycle. Also to whoever thought it would be a good idea to make it so the original spec_unarmedattack was not actually linked to unarmed attack needs to be checked by a doctor because they clearly have a vast empty space in their head.