SPLURT 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_typeType of damage attack does. Ethereals attack with burn damage for example.
attack_verbPunch-specific attack verb.
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
cold_offsetmoves their safe minimum temp by this value.
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.
disliked_foodBitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.
exotic_bloodIf your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.
exotic_blood_blend_modeWhich blend mode should this species blood use?
exotic_blood_colorAssume human as the default blood colour, override this default by species subtypes
exotic_bloodtypeIf your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.
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
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
heatmodmultiplier for damage from hot temperature
hot_offsetmoves their safe maximum temp by this value.
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_traitsGeneric traits tied to having the species.
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_brainReplaces default brain with a different organ
mutant_heartReplaces default heart with a different organ
mutant_organsInternal organs that are unique to this race, like a tail.
mutantappendixReplaces default appendix with a different organ.
mutantearsReplaces default ears with a different organ
mutanteyesReplaces default lungs with a different organ Replaces 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.
mutantliverReplaces default liver with a different organ
mutantstomachReplaces default stomach with a different organ
mutanttailCIT SPECIFIC Mutant tail
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.
typing_indicator_stateOur default override for typing indicator state
use_skintonesDoes the species use skintones or not? As of now only used by humans.
wings_iconCurrent wings icon

Procs

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.
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
handle_digestionLIFE
on_species_gainProc called when a carbon becomes this species.
random_nameGenerates a random name for a carbon.
regenerate_organsCorrects organs in a carbon, removing ones it doesn't need and adding ones it does.

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_type

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

attack_verb

Punch-specific attack verb.

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

cold_offset

moves their safe minimum temp by this value.

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.

disliked_food

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

exotic_blood

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

exotic_blood_blend_mode

Which blend mode should this species blood use?

exotic_blood_color

Assume human as the default blood colour, override this default by species subtypes

exotic_bloodtype

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

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

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

heatmod

multiplier for damage from hot temperature

hot_offset

moves their safe maximum temp by this value.

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_traits

Generic traits tied to having the species.

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_brain

Replaces default brain with a different organ

mutant_heart

Replaces default heart with a different organ

mutant_organs

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

mutantappendix

Replaces default appendix with a different organ.

mutantears

Replaces default ears with a different organ

mutanteyes

Replaces default lungs with a different organ 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.

mutantliver

Replaces default liver with a different organ

mutantstomach

Replaces default stomach with a different organ

mutanttail

CIT SPECIFIC Mutant tail

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.

typing_indicator_state

Our default override for typing indicator state

use_skintones

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

wings_icon

Current wings icon

Proc Details

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:

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

handle_digestion

LIFE

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:

random_name

Generates a random name for a carbon.

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

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: