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

mind

Vars

activeIs this mind active?
active_addictionsAssoc list of key active addictions and value amount of cycles that it has been active.
addiction_pointsAssoc list of addiction values, key is the type of withdrawal (as singleton type), and the value is the amount of addiction points (as number)
antag_datumsList of antag datums on this mind
antag_hudthis mind's antag HUD
antag_hud_icon_statethis mind's ANTAG_HUD should have this icon_state
assigned_roleJob datum indicating the mind's role. This should always exist after initialization, as a reference to a singleton.
book_titles_readA list to keep track of which books a person has read (to prevent people from reading the same book again and again for positive mood events)
currentCurrent mob this mind datum is attached to
current_scar_slot_indexThe index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with)
enslaved_toIf this mind's master is another mob (i.e. adamantine golems). Weakref of a /living.
experience_multiplierSkill multiplier, adjusts how much xp you get/loose from adjust_xp. Dont override it directly, add your reason to experience_multiplier_reasons and use that as a key to put your value in there.
experience_multiplier_reasonsSkill multiplier list, just slap your multiplier change onto this with the type it is coming from as key.
failed_special_equipmentList of objective-specific equipment that couldn't properly be given to the mind
force_escapedSet by Into The Sunset command of the shuttle manipulator. If TRUE, the mob will always be considered "escaped" if they are alive and not exiled.
ghostnamereplaces name for observers name if set
has_ever_been_aihas this mind ever been an AI
keyKey of the mob
known_skillsAssoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp.
martial_artMartial art on this mind
memoriesa list of /datum/memories. assoc type of memory = memory datum. only one type of memory will be stored, new ones of the same type overriding the last.
memory_panelreference to the memory panel tgui
nameThe name linked to this mind
original_characterWeakref to thecharacter we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
original_character_slot_indexThe index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots
skills_rewardedList of skills the user has received a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often
special_statusesA lazy list of statuses to add next to this mind in the traitor panel

Procs

_add_memoryUnless you need to use this for an explicit reason, use the add_memory, add_mob_memory, or add_memory_in_range macro wrappers.
add_addiction_pointsAdds addiction points to the specified addiction
adjust_experienceAdjust experience of a specific skill
enslave_mind_to_creatorLink a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does.
exp_needed_to_level_upReturn the amount of EXP needed to go to the next level. Returns 0 if max level
forget_crafting_recipeproc that makes user forget a specific crafting recipe
get_hijack_speedSets our can_hijack to the fastest speed our antag datums allow.
get_skill_expGets the player's current exp from the relevant skill
get_skill_levelGets the player's current level number from the relevant skill
get_skill_modifierGets the skill's singleton and returns the result of its get_skill_modifier
give_uplink
has_antag_datum_in_listReturns true if mind has any antag datum from a list of types
quick_copy_all_memoriesHelper to create quick copies of all of our memories Quick copies aren't full copies - just basic copies containing necessities. They cannot be used in stories.
remove_addiction_pointsAdds addiction points to the specified addiction
remove_antags_for_borgingRemove the antagonists that should not persist when being borged
select_memorySimple / sane proc for giving a mob the option to select one of their memories that do not have the flags MEMORY_FLAG_ALREADY_USED or MEMORY_NO_STORY.
set_assigned_roleSetter for the assigned_role job datum.
set_assigned_role_with_greetingSets us to the passed job datum, then greets them to their new job. Use this one for when you're assigning this mind to a new job for the first time, or for when someone's recieving a job they'd really want to be greeted to.
set_experienceSet experience of a specific skill to a number
set_levelSet level of a specific skill
teach_crafting_recipeproc that teaches user a non-standard crafting recipe
try_give_equipment_fallbackChecks to see if the mind has an accessible uplink (their own, if they are a traitor; any unlocked uplink otherwise), and gives them a fallback spell if no uplink was found
update_skill_levelCheck what the current skill level is based on that skill's exp
wipe_memorySmall helper to clean out memories.
wipe_memory_typeHelder to wipe the passed memory type ONLY from our list of memories

Var Details

active

Is this mind active?

active_addictions

Assoc list of key active addictions and value amount of cycles that it has been active.

addiction_points

Assoc list of addiction values, key is the type of withdrawal (as singleton type), and the value is the amount of addiction points (as number)

antag_datums

List of antag datums on this mind

antag_hud

this mind's antag HUD

antag_hud_icon_state

this mind's ANTAG_HUD should have this icon_state

assigned_role

Job datum indicating the mind's role. This should always exist after initialization, as a reference to a singleton.

book_titles_read

A list to keep track of which books a person has read (to prevent people from reading the same book again and again for positive mood events)

current

Current mob this mind datum is attached to

current_scar_slot_index

The index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with)

enslaved_to

If this mind's master is another mob (i.e. adamantine golems). Weakref of a /living.

experience_multiplier

Skill multiplier, adjusts how much xp you get/loose from adjust_xp. Dont override it directly, add your reason to experience_multiplier_reasons and use that as a key to put your value in there.

experience_multiplier_reasons

Skill multiplier list, just slap your multiplier change onto this with the type it is coming from as key.

failed_special_equipment

List of objective-specific equipment that couldn't properly be given to the mind

force_escaped

Set by Into The Sunset command of the shuttle manipulator. If TRUE, the mob will always be considered "escaped" if they are alive and not exiled.

ghostname

replaces name for observers name if set

has_ever_been_ai

has this mind ever been an AI

key

Key of the mob

known_skills

Assoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp.

martial_art

Martial art on this mind

memories

a list of /datum/memories. assoc type of memory = memory datum. only one type of memory will be stored, new ones of the same type overriding the last.

memory_panel

reference to the memory panel tgui

name

The name linked to this mind

original_character

Weakref to thecharacter we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not

original_character_slot_index

The index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots

skills_rewarded

List of skills the user has received a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often

special_statuses

A lazy list of statuses to add next to this mind in the traitor panel

Proc Details

_add_memory

Unless you need to use this for an explicit reason, use the add_memory, add_mob_memory, or add_memory_in_range macro wrappers.

add_addiction_points

Adds addiction points to the specified addiction

adjust_experience

Adjust experience of a specific skill

enslave_mind_to_creator

Link a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does.

exp_needed_to_level_up

Return the amount of EXP needed to go to the next level. Returns 0 if max level

forget_crafting_recipe

proc that makes user forget a specific crafting recipe

get_hijack_speed

Sets our can_hijack to the fastest speed our antag datums allow.

get_skill_exp

Gets the player's current exp from the relevant skill

get_skill_level

Gets the player's current level number from the relevant skill

get_skill_modifier

Gets the skill's singleton and returns the result of its get_skill_modifier

give_uplink

A mind proc for giving anyone an uplink. arguments:

has_antag_datum_in_list

Returns true if mind has any antag datum from a list of types

quick_copy_all_memories

Helper to create quick copies of all of our memories Quick copies aren't full copies - just basic copies containing necessities. They cannot be used in stories.

remove_addiction_points

Adds addiction points to the specified addiction

remove_antags_for_borging

Remove the antagonists that should not persist when being borged

select_memory

Simple / sane proc for giving a mob the option to select one of their memories that do not have the flags MEMORY_FLAG_ALREADY_USED or MEMORY_NO_STORY.

Arguments

Returns the memory selected, or null otherwise.

set_assigned_role

Setter for the assigned_role job datum.

set_assigned_role_with_greeting

Sets us to the passed job datum, then greets them to their new job. Use this one for when you're assigning this mind to a new job for the first time, or for when someone's recieving a job they'd really want to be greeted to.

set_experience

Set experience of a specific skill to a number

set_level

Set level of a specific skill

teach_crafting_recipe

proc that teaches user a non-standard crafting recipe

try_give_equipment_fallback

Checks to see if the mind has an accessible uplink (their own, if they are a traitor; any unlocked uplink otherwise), and gives them a fallback spell if no uplink was found

update_skill_level

Check what the current skill level is based on that skill's exp

wipe_memory

Small helper to clean out memories.

wipe_memory_type

Helder to wipe the passed memory type ONLY from our list of memories