code/__DEFINES/mobs.dm
BP_BLOCK_CHANGE_SPECIES | Bodypart does not get replaced during set_species() |
---|---|
BODYTYPE_ORGANIC | The limb is organic. |
BODYTYPE_ROBOTIC | The limb is robotic. |
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_DIGITIGRADE | The limb is digitigrade. |
BODYTYPE_MONKEY | The limb fits the monkey mold. |
BODYTYPE_SNOUTED | The limb is snouted. |
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. |
BODYTYPE_TESHARI | The limb is small and feathery |
BODYTYPE_BOXHEAD | IPC heads. |
BODYTYPE_LARVA_PLACEHOLDER | A placeholder bodytype for xeno larva, so their limbs cannot be attached to anything. |
BODYTYPE_ALIEN | The limb is from a xenomorph. |
DIGITIGRADE_NEVER | The species does not have digitigrade legs in generation. |
DIGITIGRADE_OPTIONAL | The species can have digitigrade legs in generation |
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. |
BEAT_FAST | Heartbeat is beating fast for hard crit |
BEAT_SLOW | Heartbeat is beating slow for soft crit |
BEAT_NONE | Heartbeat is gone... He's dead Jim :( |
NO_SLIP_WHEN_WALKING | The mob will not slip if they're walking intent |
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) |
GALOSHES_DONT_HELP | [TRAIT_NO_SLIP_WATER] does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will |
SLIP_WHEN_CRAWLING | Slip works even if you're already on the ground |
SHOCK_HANDS | Flags used by the flags parameter of electrocute act. The shock is applied by hands, check gloves siemen coeff |
SHOCK_USE_AVG_SIEMENS | Shock damage is reduced by the average siemen's coeff |
SHOCK_ILLUSION | Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects. |
SHOCK_NOSTUN | The shock doesn't stun. |
INCORPOREAL_MOVE_BASIC | normal movement, see: /mob/living/var/incorporeal_move |
INCORPOREAL_MOVE_SHADOW | leaves a trail of shadows |
INCORPOREAL_MOVE_JAUNT | is blocked by holy water/salt |
APPLY_CHEM_EFFECT | Applies a Chemical Effect with the given magnitude to the mob |
CHEM_EFFECT_MAGNITUDE | Check chem effect presence in a mob |
CE_CRYO | Prevents damage from freezing. Boolean. |
CE_STABLE | Inaprovaline |
CE_BREATHLOSS | Breathing depression, makes you need more air |
CE_ANTIBIOTIC | Fights off necrosis in bodyparts and organs |
CE_BLOODRESTORE | Iron/nutriment |
CE_ALCOHOL | Liver filtering |
CE_ALCOHOL_TOXIC | Liver damage |
CE_PULSE | Increases or decreases heart rate |
CE_ANTITOX | Reduces incoming toxin damage and helps with liver filtering |
CE_OXYGENATED | Dexalin. |
CE_ANTIVIRAL | Anti-virus effect. |
CE_BLOCKAGE | Gets in the way of blood circulation, higher the worse |
CE_VOICELOSS | Lowers the subject's voice to a whisper |
CE_STIMULANT | Makes it harder to disarm someone |
CE_ANTICOAGULANT | Multiplier for bloodloss |
CE_BRAIN_REGEN | Enables brain regeneration even in poor circumstances |
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 |
EXAMINE_MORE_WINDOW | If you examine the same atom twice in this timeframe, we call examine_more() instead of examine() |
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! |
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! |
EYE_CONTACT_RANGE | How far away you can be to make eye contact with someone while examining |
STANDING_UP | Mob is standing up, usually associated with lying_angle value of 0. |
LYING_DOWN | Mob is lying down, usually associated with lying_angle values of 90 or 270. |
PIXEL_Y_OFFSET_LYING | How much a mob's sprite should be moved when they're lying down |
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 |
AI_DISPLAY_DONT_GLOW | Icon state to use for ai displays that just turns them off |
THROW_MODE_DISABLED | Throw modes, defines whether or not to turn off throw mode after |
SIGN_ONE_HAND | Sign Language defines |
TOTAL_LAYERS | Total number of layers for mob overlays |
MUTATIONS_LAYER | Mutations layer - Tk headglows, cold resistance glow, etc |
BODY_BEHIND_LAYER | Mutantrace features (tail when looking south) that must appear behind the body parts |
BODYPARTS_LOW_LAYER | Layer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST |
BODYPARTS_LAYER | Layer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER |
BODY_ADJ_LAYER | Mutantrace features (snout, body markings) that must appear above the body parts |
EYE_LAYER | Eyes! |
BODY_LAYER | Underwear, undershirts, socks, eyes, lips(makeup) |
FRONT_MUTATIONS_LAYER | Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes) |
DAMAGE_LAYER | Damage indicators (cuts and burns) |
UNIFORM_LAYER | Jumpsuit clothing layer |
ID_LAYER | ID card layer (might be deprecated) |
ID_CARD_LAYER | ID card layer |
BODYPARTS_HIGH_LAYER | Layer for bodyparts that should appear above every other bodypart - Currently only used for hands |
GLOVES_LAYER | Gloves layer |
SHOES_LAYER | Shoes layer |
EARS_LAYER | Ears layer (Spessmen have ears? Wow) |
SUIT_LAYER | Suit layer (armor, hardsuits, etc.) |
GLASSES_LAYER | Glasses layer |
BELT_LAYER | Belt layer |
SUIT_STORE_LAYER | Suit storage layer (tucking a gun or baton underneath your armor) |
NECK_LAYER | Neck layer (for wearing ties and bedsheets) |
BACK_LAYER | Back layer (for backpacks and equipment on your back) |
HAIR_LAYER | Hair layer (mess with the fro and you got to go!) |
FACEMASK_LAYER | Facemask layer (gas masks, breath masks, etc.) |
HEAD_LAYER | Head layer (hats, helmets, etc.) |
HANDCUFF_LAYER | Handcuff layer (when your hands are cuffed) |
LEGCUFF_LAYER | Legcuff layer (when your feet are cuffed) |
HANDS_LAYER | Hands layer (for the actual hand, not the arm... I think?) |
BODY_FRONT_LAYER | Body front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears) |
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) |
WOUND_LAYER | Bleeding wound icons |
HALO_LAYER | Blood cult ascended halo layer, because there's currently no better solution for adding/removing |
FIRE_LAYER | Fire layer when you're on fire |
UNDER_SUIT_LAYER | The layer underneath the suit |
UNDER_HEAD_LAYER | The layer underneath the head (for hats) |
ABOVE_SHOES_LAYER | The layer above shoes |
ABOVE_BODY_FRONT_LAYER | The layer above mutant body parts |
USE_CLOSE | Needs to be Adjacent() to target. |
USE_DEXTERITY | Needs to be an AdvancedToolUser |
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 |
USE_LITERACY | Needs to be literate |
RESIZE_DEFAULT_SIZE | The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size) |
CLIENT_FROM_VAR | Get the client from the var |
VOMIT_TOXIC | The mob will vomit a green color |
VOMIT_PURPLE | The mob will vomit a purple color |
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. |
BREATH_OKAY | Breath succeeded completely |
BREATH_SILENT_DAMAGING | Breath caused damage, but should not be obvious |
BREATH_DAMAGING | Breath succeeded but is damaging. |
BREATH_FAILED | Breath completely failed. chokies!! |
MOB_ATTACKEDBY_MISS | Attack missed. |
MOB_ATTACKEDBY_FAIL | Attack completely failed (missing user, etc) |
MOB_ATTACKEDBY_SUCCESS | Attack hit and dealt damage. |
MOB_ATTACKEDBY_NO_DAMAGE | Attack hit but did no damage. |
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.
MOB_ATTACKEDBY_NO_DAMAGE
Attack hit but did no damage.
MOB_ATTACKEDBY_SUCCESS
Attack hit and dealt damage.
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_HANDS
Flags used by the flags parameter of electrocute act. The shock is applied by hands, check gloves siemen coeff
SHOCK_ILLUSION
Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
SHOCK_NOSTUN
The shock doesn't stun.
SHOCK_USE_AVG_SIEMENS
Shock damage is reduced by the average siemen's coeff
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!