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

carbon

Vars

all_scarsAll of the scars a carbon has afflicted throughout their limbs
all_woundsAll of the wounds a carbon has afflicted throughout their limbs
bodypartsGets filled up in [create_bodyparts()][/mob/living/carbon/proc/create_bodyparts]
can_be_shoved_intoCan other carbons be shoved into this one to make it fall?
cold_protectionProtection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
dnaCarbon
dreamingHow many dream images we have left to send
drunkennessOverall drunkenness
earsonly used by humans.
failed_last_breathThis is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
glassesonly used by humans.
glovesonly used by humans
hand_bodypartsA collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
handcuffedWhether or not the mob is handcuffed
heat_protectionProtection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
internal_organsList of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
internal_organs_slotSame as above, but stores "slot ID" - "organ" pairs for easy access.
last_mindlast mind to control this mob, for blood-based cloning
legcuffedSame as handcuffs but for legs. Bear traps use this.
shoesonly used by humans.
silentCan't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
skillchip_complexity_modifierSimple modifier for whether this mob can handle greater or lesser skillchip complexity. See /datum/mutation/human/biotechcompat/ for example.
stam_regen_start_timeused to halt stamina regen temporarily
tinttotalTotal level of visualy impairing items
transformation_timerTimer id of any transformation

Procs

add_bodypartProc to hook behavior on bodypart additions.
adjustOrganLossIf an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ.
adjust_bodytemperatureAdjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps
adjust_skillchip_complexity_modifierModifies max_skillchip_count and updates active skillchips
check_self_for_injuriesCheck ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
check_virusMedical HUD! Basic mode needs suit sensors on.
clone_skillchip_listCreates a list of new skillchips cloned from old skillchips in the mob's brain.
destroy_all_skillchipsDestroys all skillchips in the brain, handling appropriate cleanup and event calls.
disarmAttempt to disarm the target mob. Will shove the target mob back, and drop them if they're in front of something dense or another carbon.
electrocute_actAdds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
end_metabolizationEnds metabolization on the mob
expel_ingestedExpel the reagents you just tried to ingest
generate_fake_scarsgenerate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
getOrganLossIf an organ exists in the slot requested, return the amount of damage that organ has
get_biological_stateget_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums
get_blood_dna_listGet the mobs dna list
get_cold_protectionThis returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to
get_damageable_bodypartsReturns a list of damageable bodyparts
get_damaged_bodypartsReturns a list of damaged bodyparts
get_heat_protectionThis returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to
get_insulation_protectionGet the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value.
get_total_bleed_rateget our total bleedrate
get_traumasTRAUMAS
get_wounded_bodypartsReturns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb)
giveProc called when giving an item to another player
handle_environmentBase carbon environment handler, adds natural stabilization
handle_liverDecides if the liver is failing or not.
heal_bodypart_damageHeals ONE bodypart randomly selected from damaged ones.
heal_overall_damageHeal MANY bodyparts, in random order
humanizeHumanize
immortalityFor the Wishgranter
implant_skillchipAttempts to implant this skillchip into the target carbon's brain.
is_bleedingif any of our bodyparts are bleeding
lying_angle_on_lying_downSpecial carbon interaction on lying down, to transform its sprite by a rotation.
natural_bodytemperature_stabilizationUsed to stabilize the body temperature back to normal on living mobs
offer_high_fiveSpin-off of /mob/living/carbon/proc/give exclusively for high-fiving
on_nobreath_trait_gainOn gain of TRAIT_NOBREATH
remove_all_embedded_objectsRemove all embedded objects from all limbs on the carbon mob
remove_bodypartProc to hook behavior on bodypart removals.
remove_embedded_objectRemove a specific embedded item from the carbon mob
remove_skillchipAttempts to remove this skillchip from the target carbon's brain.
secondary_shockCalled slightly after electrocute act to reduce jittering and apply a secondary stun.
setOrganLossIf an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
set_handcuffedModifies the handcuffed value if a different value is passed, returning FALSE otherwise. The variable should only be changed through this proc.
share_bodytemperatureHave two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob
should_electrocuteReturns whether or not the carbon should be able to be shocked
takeProc called when the player clicks the give alert
take_bodypart_damageDamages ONE bodypart randomly selected from damagable ones.
take_overall_damagedamage MANY bodyparts, in random order
wearing_shock_proof_glovesReturns if the carbon is wearing shock proof gloves

Var Details

all_scars

All of the scars a carbon has afflicted throughout their limbs

all_wounds

All of the wounds a carbon has afflicted throughout their limbs

bodyparts

Gets filled up in [create_bodyparts()][/mob/living/carbon/proc/create_bodyparts]

can_be_shoved_into

Can other carbons be shoved into this one to make it fall?

cold_protection

Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection

dna

Carbon

dreaming

How many dream images we have left to send

drunkenness

Overall drunkenness

ears

only used by humans.

failed_last_breath

This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.

glasses

only used by humans.

gloves

only used by humans

hand_bodyparts

A collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)

handcuffed

Whether or not the mob is handcuffed

heat_protection

Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection

internal_organs

List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.

internal_organs_slot

Same as above, but stores "slot ID" - "organ" pairs for easy access.

last_mind

last mind to control this mob, for blood-based cloning

legcuffed

Same as handcuffs but for legs. Bear traps use this.

shoes

only used by humans.

silent

Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.

skillchip_complexity_modifier

Simple modifier for whether this mob can handle greater or lesser skillchip complexity. See /datum/mutation/human/biotechcompat/ for example.

stam_regen_start_time

used to halt stamina regen temporarily

tinttotal

Total level of visualy impairing items

transformation_timer

Timer id of any transformation

Proc Details

add_bodypart

Proc to hook behavior on bodypart additions.

adjustOrganLoss

If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ.

Arguments:

adjust_bodytemperature

Adjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps

vars:

adjust_skillchip_complexity_modifier

Modifies max_skillchip_count and updates active skillchips

check_self_for_injuries

Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel

check_virus

Medical HUD! Basic mode needs suit sensors on.

clone_skillchip_list

Creates a list of new skillchips cloned from old skillchips in the mob's brain.

Returns a complete list of new skillchips cloned from the mob's brain's existing skillchip stock. Rumour has it that Changelings just LOVE this proc. Arguments:

destroy_all_skillchips

Destroys all skillchips in the brain, handling appropriate cleanup and event calls.

disarm

Attempt to disarm the target mob. Will shove the target mob back, and drop them if they're in front of something dense or another carbon.

electrocute_act

Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.

end_metabolization

Ends metabolization on the mob

This stop all reagents in the body and organs from metabolizing Vars:

expel_ingested

Expel the reagents you just tried to ingest

When you try to ingest reagents but you do not have a stomach you will spew the reagents on the floor.

Vars:

generate_fake_scars

generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)

If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar.

Arguments:

getOrganLoss

If an organ exists in the slot requested, return the amount of damage that organ has

Arguments:

get_biological_state

get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums

go look at the species def for more info /datum/species/proc/get_biological_state

get_blood_dna_list

Get the mobs dna list

get_cold_protection

This returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to

get_damageable_bodyparts

Returns a list of damageable bodyparts

get_damaged_bodyparts

Returns a list of damaged bodyparts

get_heat_protection

This returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to

get_insulation_protection

Get the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value.

required temperature The Temperature that you're being exposed to

return the percentage of protection as a value from 0 - 1

get_total_bleed_rate

get our total bleedrate

get_traumas

TRAUMAS

get_wounded_bodyparts

Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb)

give

Proc called when giving an item to another player

This handles creating an alert and adding an overlay to it

handle_environment

Base carbon environment handler, adds natural stabilization

handle_liver

Decides if the liver is failing or not.

heal_bodypart_damage

Heals ONE bodypart randomly selected from damaged ones.

It automatically updates damage overlays if necessary

It automatically updates health status

heal_overall_damage

Heal MANY bodyparts, in random order

humanize

Humanize

immortality

For the Wishgranter

implant_skillchip

Attempts to implant this skillchip into the target carbon's brain.

Returns whether the skillchip was inserted or not. Can optionally give chat message notification to the mob. Arguments:

is_bleeding

if any of our bodyparts are bleeding

lying_angle_on_lying_down

Special carbon interaction on lying down, to transform its sprite by a rotation.

natural_bodytemperature_stabilization

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

vars:

offer_high_five

Spin-off of /mob/living/carbon/proc/give exclusively for high-fiving

on_nobreath_trait_gain

On gain of TRAIT_NOBREATH

This will clear all alerts and moods related to breathing.

remove_all_embedded_objects

Remove all embedded objects from all limbs on the carbon mob

remove_bodypart

Proc to hook behavior on bodypart removals.

remove_embedded_object

Remove a specific embedded item from the carbon mob

remove_skillchip

Attempts to remove this skillchip from the target carbon's brain.

Returns FALSE when the skillchip couldn't be removed for some reason, including the target or brain not existing or the skillchip not being in the brain. Arguments:

secondary_shock

Called slightly after electrocute act to reduce jittering and apply a secondary stun.

setOrganLoss

If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.

Arguments:

set_handcuffed

Modifies the handcuffed value if a different value is passed, returning FALSE otherwise. The variable should only be changed through this proc.

share_bodytemperature

Have two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob

vars:

should_electrocute

Returns whether or not the carbon should be able to be shocked

take

Proc called when the player clicks the give alert

Handles checking if the player taking the item has open slots and is in range of the giver Also deals with the actual transferring of the item to the players hands Arguments:

take_bodypart_damage

Damages ONE bodypart randomly selected from damagable ones.

It automatically updates damage overlays if necessary

It automatically updates health status

take_overall_damage

damage MANY bodyparts, in random order

wearing_shock_proof_gloves

Returns if the carbon is wearing shock proof gloves