Goonstation 13 - Modules - TypesVar Details - Proc Details

body part

Vars

accepts_normal_human_overlaysfor avoiding istype in update icon
bodyImageUsed by getMobIcon to pass off to update_body. Typically holds image(the_limb's_icon, "[src.slot]")
bonesfor medical crap
decomp_affectedset to TRUE if this limb has decomposition icons
easy_attachAttachable without surgery?
handfoot_overlay_1Gets sent to update_body to overlay something onto this hand/foot, like kudzu vines. Only handles the hand/foot, not the limb!
handfoot_overlay_1_colorThe color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone
handfoot_overlay_1_iconThe icon of this overlay
handfoot_overlay_1_stateThe state of this overlay
handlistPartUsed by getHandIconState to determine the attached-to-mob-sprite hand sprite
kind_of_limbWhat kind of limb is this? So we dont have to do dozens of typechecks. is bitflags, check defines/item.dm
limb_dataused by arms for attack_hand overrides
limb_is_transplantedLimb is not attached to its original owner
limb_is_unnaturalIf TRUE, it'll resist mutantraces trying to change them
limb_overlay_1Gets sent to update_body to overlay something onto this limb, like kudzu vines. Only handles the limb, not the hand/foot!
limb_overlay_1_colorThe color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone
limb_overlay_1_iconThe icon of this overlay
limb_overlay_1_stateThe state of this overlay
limb_typethe type of limb_data
movement_modifierWhen attached, applies this movement modifier
no_iconif the only icon is above the clothes layer ie. in the handlistPart list
partIconThe icon the mob sprite uses when attached, change if the limb's icon isnt in 'icons/mob/human.dmi'
partIconModifierThe part of the icon state that differs per part, ie "brullbar" for brullbar arms
partlistPartUsed by getPartIconState to determine the attached-to-mob-sprite non-hand sprite
random_limb_blacklistedCan we roll this limb as a random limb?
remove_objectset to create an item when severed rather than removing the arm itself
remove_stage2 will fall off, 3 is removed. This should use defines honestly but eh.
severed_overlay_1_colorThe color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone
severed_overlay_1_iconThe icon of this overlay
severed_overlay_1_stateThe state of this overlay
sideused for streak direction
skintonedis this affected by human skin tones? Also if the severed limb uses a separate bloody-stump icon layered on top
slotwhich part of the person or robot suit does it go on???????
step_image_statefor legs, we leave footprints in this style (located in blood.dmi)
streak_decalwhat streaks everywhere when it's cut off?
streak_descriptorbloody, oily, etc

Procs

on_lifeCalled every life tick when attached to a mob

Var Details

accepts_normal_human_overlays

for avoiding istype in update icon

bodyImage

Used by getMobIcon to pass off to update_body. Typically holds image(the_limb's_icon, "[src.slot]")

bones

for medical crap

decomp_affected

set to TRUE if this limb has decomposition icons

easy_attach

Attachable without surgery?

handfoot_overlay_1

Gets sent to update_body to overlay something onto this hand/foot, like kudzu vines. Only handles the hand/foot, not the limb!

handfoot_overlay_1_color

The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone

handfoot_overlay_1_icon

The icon of this overlay

handfoot_overlay_1_state

The state of this overlay

handlistPart

Used by getHandIconState to determine the attached-to-mob-sprite hand sprite

kind_of_limb

What kind of limb is this? So we dont have to do dozens of typechecks. is bitflags, check defines/item.dm

limb_data

used by arms for attack_hand overrides

limb_is_transplanted

Limb is not attached to its original owner

limb_is_unnatural

If TRUE, it'll resist mutantraces trying to change them

limb_overlay_1

Gets sent to update_body to overlay something onto this limb, like kudzu vines. Only handles the limb, not the hand/foot!

limb_overlay_1_color

The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone

limb_overlay_1_icon

The icon of this overlay

limb_overlay_1_state

The state of this overlay

limb_type

the type of limb_data

movement_modifier

When attached, applies this movement modifier

no_icon

if the only icon is above the clothes layer ie. in the handlistPart list

partIcon

The icon the mob sprite uses when attached, change if the limb's icon isnt in 'icons/mob/human.dmi'

partIconModifier

The part of the icon state that differs per part, ie "brullbar" for brullbar arms

partlistPart

Used by getPartIconState to determine the attached-to-mob-sprite non-hand sprite

random_limb_blacklisted

Can we roll this limb as a random limb?

remove_object

set to create an item when severed rather than removing the arm itself

remove_stage

2 will fall off, 3 is removed. This should use defines honestly but eh.

severed_overlay_1_color

The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone

severed_overlay_1_icon

The icon of this overlay

severed_overlay_1_state

The state of this overlay

side

used for streak direction

skintoned

is this affected by human skin tones? Also if the severed limb uses a separate bloody-stump icon layered on top

slot

which part of the person or robot suit does it go on???????

step_image_state

for legs, we leave footprints in this style (located in blood.dmi)

streak_decal

what streaks everywhere when it's cut off?

streak_descriptor

bloody, oily, etc

Proc Details

on_life

Called every life tick when attached to a mob