Daedalus Dock - Modules - TypesDefine Details

code/__DEFINES/mobs.dm

BP_BLOCK_CHANGE_SPECIESBodypart does not get replaced during set_species()
BODYTYPE_ORGANICThe limb is organic.
BODYTYPE_ROBOTICThe limb is robotic.
BODYTYPE_HUMANOIDThe limb fits the human mold. This is not meant to be literal, if the sprite "fits" on a human, it is "humanoid", regardless of origin.
BODYTYPE_DIGITIGRADEThe limb is digitigrade.
BODYTYPE_MONKEYThe limb fits the monkey mold.
BODYTYPE_SNOUTEDThe limb is snouted.
BODYTYPE_VOX_BEAKThe limb is voxed
BODYTYPE_VOX_LEGSThe limb is in the shape of a vox leg.
BODYTYPE_VOX_OTHERVox limb that isnt a head or legs.
BODYTYPE_TESHARIThe limb is small and feathery
BODYTYPE_BOXHEADIPC heads.
BODYTYPE_LARVA_PLACEHOLDERA placeholder bodytype for xeno larva, so their limbs cannot be attached to anything.
BODYTYPE_ALIENThe limb is from a xenomorph.
DIGITIGRADE_NEVERThe species does not have digitigrade legs in generation.
DIGITIGRADE_OPTIONALThe species can have digitigrade legs in generation
DIGITIGRADE_FORCEDThe species is forced to have digitigrade legs in generation.
DIGITIGRADE_LEGSDigitigrade's prefs, used in features for legs if you're meant to be a Digitigrade.
BEAT_FASTHeartbeat is beating fast for hard crit
BEAT_SLOWHeartbeat is beating slow for soft crit
BEAT_NONEHeartbeat is gone... He's dead Jim :(
NO_SLIP_WHEN_WALKINGThe mob will not slip if they're walking intent
SLIDESlipping on this will send them sliding a few tiles down
SLIDE_ICEIce slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)
GALOSHES_DONT_HELP[TRAIT_NO_SLIP_WATER] does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will
SLIP_WHEN_CRAWLINGSlip works even if you're already on the ground
SHOCK_NOGLOVESFlags used by the flags parameter of electrocute act. Makes it so that the shock doesn't take gloves into account.
SHOCK_TESLAUsed when the shock is from a tesla bolt.
SHOCK_ILLUSIONUsed when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
SHOCK_NOSTUNThe shock doesn't stun.
INCORPOREAL_MOVE_BASICnormal movement, see: /mob/living/var/incorporeal_move
INCORPOREAL_MOVE_SHADOWleaves a trail of shadows
INCORPOREAL_MOVE_JAUNTis blocked by holy water/salt
APPLY_CHEM_EFFECTApplies a Chemical Effect with the given magnitude to the mob
CHEM_EFFECT_MAGNITUDECheck chem effect presence in a mob
CE_CRYOPrevents damage from freezing. Boolean.
CE_STABLEInaprovaline
CE_BREATHLOSSBreathing depression, makes you need more air
CE_ANTIBIOTICFights off necrosis in bodyparts and organs
CE_BLOODRESTOREIron/nutriment
CE_ALCOHOLLiver filtering
CE_ALCOHOL_TOXICLiver damage
CE_PULSEIncreases or decreases heart rate
CE_ANTITOXReduces incoming toxin damage and helps with liver filtering
CE_OXYGENATEDDexalin.
CE_ANTIVIRALAnti-virus effect.
CE_BLOCKAGEGets in the way of blood circulation, higher the worse
CE_VOICELOSSLowers the subject's voice to a whisper
CE_STIMULANTMakes it harder to disarm someone
CE_ANTICOAGULANTMultiplier for bloodloss
CE_BRAIN_REGENEnables brain regeneration even in poor circumstances
RECENT_EXAMINE_MAX_WINDOWHow long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows
EXAMINE_MORE_WINDOWIf you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
EYE_CONTACT_WINDOWIf you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!
YAWN_PROPAGATION_EXAMINE_WINDOWIf you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!
EYE_CONTACT_RANGEHow far away you can be to make eye contact with someone while examining
STANDING_UPMob is standing up, usually associated with lying_angle value of 0.
LYING_DOWNMob is lying down, usually associated with lying_angle values of 90 or 270.
PIXEL_Y_OFFSET_LYINGHow much a mob's sprite should be moved when they're lying down
SQUASHED_SHOULD_BE_DOWNSquash flags. For squashable element Whether or not the squashing requires the squashed mob to be lying down
SQUASHED_SHOULD_BE_GIBBEDWhether or not to gib when the squashed mob is moved over
AI_DISPLAY_DONT_GLOWIcon state to use for ai displays that just turns them off
THROW_MODE_DISABLEDThrow modes, defines whether or not to turn off throw mode after
SIGN_ONE_HANDSign Language defines
TOTAL_LAYERSTotal number of layers for mob overlays
MUTATIONS_LAYERMutations layer - Tk headglows, cold resistance glow, etc
BODY_BEHIND_LAYERMutantrace features (tail when looking south) that must appear behind the body parts
BODYPARTS_LOW_LAYERLayer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST
BODYPARTS_LAYERLayer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER
BODY_ADJ_LAYERMutantrace features (snout, body markings) that must appear above the body parts
EYE_LAYEREyes!
BODY_LAYERUnderwear, undershirts, socks, eyes, lips(makeup)
FRONT_MUTATIONS_LAYERMutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
DAMAGE_LAYERDamage indicators (cuts and burns)
UNIFORM_LAYERJumpsuit clothing layer
ID_LAYERID card layer (might be deprecated)
ID_CARD_LAYERID card layer
BODYPARTS_HIGH_LAYERLayer for bodyparts that should appear above every other bodypart - Currently only used for hands
GLOVES_LAYERGloves layer
SHOES_LAYERShoes layer
EARS_LAYEREars layer (Spessmen have ears? Wow)
SUIT_LAYERSuit layer (armor, hardsuits, etc.)
GLASSES_LAYERGlasses layer
BELT_LAYERBelt layer
SUIT_STORE_LAYERSuit storage layer (tucking a gun or baton underneath your armor)
NECK_LAYERNeck layer (for wearing ties and bedsheets)
BACK_LAYERBack layer (for backpacks and equipment on your back)
HAIR_LAYERHair layer (mess with the fro and you got to go!)
FACEMASK_LAYERFacemask layer (gas masks, breath masks, etc.)
HEAD_LAYERHead layer (hats, helmets, etc.)
HANDCUFF_LAYERHandcuff layer (when your hands are cuffed)
LEGCUFF_LAYERLegcuff layer (when your feet are cuffed)
HANDS_LAYERHands layer (for the actual hand, not the arm... I think?)
BODY_FRONT_LAYERBody front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears)
ABOVE_BODY_FRONT_GLASSES_LAYERSpecial body layer that actually require to be above the hair (e.g. lifted welding goggles)
ABOVE_BODY_FRONT_HEAD_LAYERSpecial body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers)
WOUND_LAYERBleeding wound icons
HALO_LAYERBlood cult ascended halo layer, because there's currently no better solution for adding/removing
FIRE_LAYERFire layer when you're on fire
UNDER_SUIT_LAYERThe layer underneath the suit
UNDER_HEAD_LAYERThe layer underneath the head (for hats)
ABOVE_SHOES_LAYERThe layer above shoes
ABOVE_BODY_FRONT_LAYERThe layer above mutant body parts
USE_CLOSENeeds to be Adjacent() to target.
USE_DEXTERITYNeeds to be an AdvancedToolUser
USE_NEED_HANDSThe mob needs to have hands (Does not need EMPTY hands)
USE_RESTINGAllows the mob to be resting
USE_SILICON_REACHIgnore USE_CLOSE if they have silicon reach
USE_LITERACYNeeds to be literate
RESIZE_DEFAULT_SIZEThe default mob sprite size (used for shrinking or enlarging the mob sprite to regular size)
CLIENT_FROM_VARGet the client from the var
VOMIT_TOXICThe mob will vomit a green color
VOMIT_PURPLEThe mob will vomit a purple color
NO_BUCKLE_LYINGPossible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.
BREATH_OKAYBreath succeeded completely
BREATH_SILENT_DAMAGINGBreath caused damage, but should not be obvious
BREATH_DAMAGINGBreath succeeded but is damaging.
BREATH_FAILEDBreath completely failed. chokies!!
MOB_ATTACKEDBY_MISSAttack missed.
MOB_ATTACKEDBY_FAILAttack completely failed (missing user, etc)

Define Details

ABOVE_BODY_FRONT_GLASSES_LAYER

Special body layer that actually require to be above the hair (e.g. lifted welding goggles)

ABOVE_BODY_FRONT_HEAD_LAYER

Special body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers)

ABOVE_BODY_FRONT_LAYER

The layer above mutant body parts

ABOVE_SHOES_LAYER

The layer above shoes

AI_DISPLAY_DONT_GLOW

Icon state to use for ai displays that just turns them off

APPLY_CHEM_EFFECT

Applies a Chemical Effect with the given magnitude to the mob

BACK_LAYER

Back layer (for backpacks and equipment on your back)

BEAT_FAST

Heartbeat is beating fast for hard crit

BEAT_NONE

Heartbeat is gone... He's dead Jim :(

BEAT_SLOW

Heartbeat is beating slow for soft crit

BELT_LAYER

Belt layer

BODYPARTS_HIGH_LAYER

Layer for bodyparts that should appear above every other bodypart - Currently only used for hands

BODYPARTS_LAYER

Layer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER

BODYPARTS_LOW_LAYER

Layer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST

BODYTYPE_ALIEN

The limb is from a xenomorph.

BODYTYPE_BOXHEAD

IPC heads.

BODYTYPE_DIGITIGRADE

The limb is digitigrade.

BODYTYPE_HUMANOID

The limb fits the human mold. This is not meant to be literal, if the sprite "fits" on a human, it is "humanoid", regardless of origin.

BODYTYPE_LARVA_PLACEHOLDER

A placeholder bodytype for xeno larva, so their limbs cannot be attached to anything.

BODYTYPE_MONKEY

The limb fits the monkey mold.

BODYTYPE_ORGANIC

The limb is organic.

BODYTYPE_ROBOTIC

The limb is robotic.

BODYTYPE_SNOUTED

The limb is snouted.

BODYTYPE_TESHARI

The limb is small and feathery

BODYTYPE_VOX_BEAK

The limb is voxed

BODYTYPE_VOX_LEGS

The limb is in the shape of a vox leg.

BODYTYPE_VOX_OTHER

Vox limb that isnt a head or legs.

BODY_ADJ_LAYER

Mutantrace features (snout, body markings) that must appear above the body parts

BODY_BEHIND_LAYER

Mutantrace features (tail when looking south) that must appear behind the body parts

BODY_FRONT_LAYER

Body front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears)

BODY_LAYER

Underwear, undershirts, socks, eyes, lips(makeup)

BP_BLOCK_CHANGE_SPECIES

Bodypart does not get replaced during set_species()

BREATH_DAMAGING

Breath succeeded but is damaging.

BREATH_FAILED

Breath completely failed. chokies!!

BREATH_OKAY

Breath succeeded completely

BREATH_SILENT_DAMAGING

Breath caused damage, but should not be obvious

CE_ALCOHOL

Liver filtering

CE_ALCOHOL_TOXIC

Liver damage

CE_ANTIBIOTIC

Fights off necrosis in bodyparts and organs

CE_ANTICOAGULANT

Multiplier for bloodloss

CE_ANTITOX

Reduces incoming toxin damage and helps with liver filtering

CE_ANTIVIRAL

Anti-virus effect.

CE_BLOCKAGE

Gets in the way of blood circulation, higher the worse

CE_BLOODRESTORE

Iron/nutriment

CE_BRAIN_REGEN

Enables brain regeneration even in poor circumstances

CE_BREATHLOSS

Breathing depression, makes you need more air

CE_CRYO

Prevents damage from freezing. Boolean.

CE_OXYGENATED

Dexalin.

CE_PULSE

Increases or decreases heart rate

CE_STABLE

Inaprovaline

CE_STIMULANT

Makes it harder to disarm someone

CE_VOICELOSS

Lowers the subject's voice to a whisper

CHEM_EFFECT_MAGNITUDE

Check chem effect presence in a mob

CLIENT_FROM_VAR

Get the client from the var

DAMAGE_LAYER

Damage indicators (cuts and burns)

DIGITIGRADE_FORCED

The species is forced to have digitigrade legs in generation.

DIGITIGRADE_LEGS

Digitigrade's prefs, used in features for legs if you're meant to be a Digitigrade.

DIGITIGRADE_NEVER

The species does not have digitigrade legs in generation.

DIGITIGRADE_OPTIONAL

The species can have digitigrade legs in generation

EARS_LAYER

Ears layer (Spessmen have ears? Wow)

EXAMINE_MORE_WINDOW

If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()

EYE_CONTACT_RANGE

How far away you can be to make eye contact with someone while examining

EYE_CONTACT_WINDOW

If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!

EYE_LAYER

Eyes!

FACEMASK_LAYER

Facemask layer (gas masks, breath masks, etc.)

FIRE_LAYER

Fire layer when you're on fire

FRONT_MUTATIONS_LAYER

Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)

GALOSHES_DONT_HELP

[TRAIT_NO_SLIP_WATER] does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will

GLASSES_LAYER

Glasses layer

GLOVES_LAYER

Gloves layer

HAIR_LAYER

Hair layer (mess with the fro and you got to go!)

HALO_LAYER

Blood cult ascended halo layer, because there's currently no better solution for adding/removing

HANDCUFF_LAYER

Handcuff layer (when your hands are cuffed)

HANDS_LAYER

Hands layer (for the actual hand, not the arm... I think?)

HEAD_LAYER

Head layer (hats, helmets, etc.)

ID_CARD_LAYER

ID card layer

ID_LAYER

ID card layer (might be deprecated)

INCORPOREAL_MOVE_BASIC

normal movement, see: /mob/living/var/incorporeal_move

INCORPOREAL_MOVE_JAUNT

is blocked by holy water/salt

INCORPOREAL_MOVE_SHADOW

leaves a trail of shadows

LEGCUFF_LAYER

Legcuff layer (when your feet are cuffed)

LYING_DOWN

Mob is lying down, usually associated with lying_angle values of 90 or 270.

MOB_ATTACKEDBY_FAIL

Attack completely failed (missing user, etc)

MOB_ATTACKEDBY_MISS

Attack missed.

MUTATIONS_LAYER

Mutations layer - Tk headglows, cold resistance glow, etc

NECK_LAYER

Neck layer (for wearing ties and bedsheets)

NO_BUCKLE_LYING

Possible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.

NO_SLIP_WHEN_WALKING

The mob will not slip if they're walking intent

PIXEL_Y_OFFSET_LYING

How much a mob's sprite should be moved when they're lying down

RECENT_EXAMINE_MAX_WINDOW

How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows

RESIZE_DEFAULT_SIZE

The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size)

SHOCK_ILLUSION

Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.

SHOCK_NOGLOVES

Flags used by the flags parameter of electrocute act. Makes it so that the shock doesn't take gloves into account.

SHOCK_NOSTUN

The shock doesn't stun.

SHOCK_TESLA

Used when the shock is from a tesla bolt.

SHOES_LAYER

Shoes layer

SIGN_ONE_HAND

Sign Language defines

SLIDE

Slipping on this will send them sliding a few tiles down

SLIDE_ICE

Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)

SLIP_WHEN_CRAWLING

Slip works even if you're already on the ground

SQUASHED_SHOULD_BE_DOWN

Squash flags. For squashable element Whether or not the squashing requires the squashed mob to be lying down

SQUASHED_SHOULD_BE_GIBBED

Whether or not to gib when the squashed mob is moved over

STANDING_UP

Mob is standing up, usually associated with lying_angle value of 0.

SUIT_LAYER

Suit layer (armor, hardsuits, etc.)

SUIT_STORE_LAYER

Suit storage layer (tucking a gun or baton underneath your armor)

THROW_MODE_DISABLED

Throw modes, defines whether or not to turn off throw mode after

TOTAL_LAYERS

Total number of layers for mob overlays

UNDER_HEAD_LAYER

The layer underneath the head (for hats)

UNDER_SUIT_LAYER

The layer underneath the suit

UNIFORM_LAYER

Jumpsuit clothing layer

USE_CLOSE

Needs to be Adjacent() to target.

USE_DEXTERITY

Needs to be an AdvancedToolUser

USE_LITERACY

Needs to be literate

USE_NEED_HANDS

The mob needs to have hands (Does not need EMPTY hands)

USE_RESTING

Allows the mob to be resting

USE_SILICON_REACH

Ignore USE_CLOSE if they have silicon reach

VOMIT_PURPLE

The mob will vomit a purple color

VOMIT_TOXIC

The mob will vomit a green color

WOUND_LAYER

Bleeding wound icons

YAWN_PROPAGATION_EXAMINE_WINDOW

If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!