Goonstation 13 - Modules - TypesVar Details - Proc Details

/datum/mutantrace

Vars

AHThe mutant's own appearanceholder, modified to suit our target appearance
aquaphobicTakes burn damage and hygiene loss on contact with water
aquaticignores suffocation from being underwater + moves at full speed underwater
can_walk_on_shardsShould they be able to walk on shards barefoot
color_channel_namesList of 0 to 3 strings representing the names for the color channels used in the character creator. For vanilla humans (or HAS_HUMAN_HAIR) this is list("Bottom Detail", "Mid Detail", "Top Detail").
detail_1_iconThese details will show up layered just in front of the mob's skin The image to be inserted into the mob's appearanceholder's mob_detail_1
detail_oversuit_1_iconThese details will show up layered between the backpack and the outer suit The image to be inserted into the mob's appearanceholder's mob_oversuit_1 Will only show up if the mob's appearance flag includes HAS_O
dna_mutagen_bannedShould stable mutagen not copy from this mutant?
exclusive_languageif TRUE, only understood by others of this mutantrace
eye_iconThe icon used to render their eyes
eye_offsetaffects pixel_y of eyes if they're different from normal head-placement. darn anime monkey eyes If 0, it inherits that of the head offset. Otherwise, it applies as normal So, it should typically be something like head_offset +/- a few pixels
eye_stateThe state used to render their eyes
genetics_removableShould a genetics terminal be able to remove this mutantrace?
ghost_icon_statedead mob icon state this mutantrace uses
human_compatibleif TRUE, allows human diseases and dna injectors to affect this mutantrace
ignore_missing_limbsReplace both arms regardless of mob status (new and dispose).
jerkShould robots arrest these by default?
leg_offsetaffects pixel_y of the legs and stump, in case the mutant has a non-human length torsocrotch
mutant_abilitiesList of abilities associated with this mutantrace, requires mutant_abilityholder to be set
mutant_abilityholderAbilityholder associated with this mutantrace, will be automatically given to mobs on spawn
mutant_appearance_flags
mutant_folderThe icon of the head, body, and limbs we're using
mutant_organsSwaps out the entries in the mob's organ_holder with these (hopefully) organs Format: ("entry_in_organholder's_organlist", /obj/item/organ/path)
mutant_organs_fIf our mutant has a female variant that has different organs, these will be used instead
nameused for identification in diseases, clothing, etc
override_limb_iconsIf true, normal limbs use custom icons for this mutantrace
race_mutationThe mutation associted with the mutantrace. Saurian genetics for lizards, for instance
special_hair_1_colorWhich preference entry to colorize this from. CUST_1 to use the appearanceholder's custom_first_color, and so on. Make null for just "#FFFFFF"
special_hair_1_iconSpecial Hair is anything additional that's supposed to be stuck to the mob's head Can be anything, honestly. Used for lizard head things and cow horns Will only show up if the mob's appearance flag includes HAS_SPECIAL_HAIR
special_hair_1_icon_fThe "_f" vars are applied for female variants, if the appearance flags don't have NOT_DIMORPHIC
special_hair_1_layerWhich layer should this hair appear? Defaults to the normal hair-layer
special_hair_1_stateState to be used. Human hairstyles must be defined by their icon state, not hairstyle name!
special_hair_2_iconThe image to be inserted into the mob's appearanceholder's customization_second
special_hair_3_iconThe image to be inserted into the mob's appearanceholder's customization_third
special_headIf the mutant uses a non-human head, this'll tell the head builder which head to build
special_head_fIf our mutant has a female variant, it'll use this head instead
special_head_stateThe icon_state of the head we're using
special_head_state_fIf our mutant has a female variant, it'll use this head image instead
typeinfo_typemutant races: cheap way to add new "types" of mobs
uses_human_clothesif FALSE, can only wear clothes if listed in /obj/item/clothing/var/compatible_species
voice_messageoverrides normal voice message if defined (and others don't understand us, ofc)

Procs

MakeMutantDimorphicCopies over female variants of mutant heads and organs
MutateMutantApplies or removes the bioeffect associated with the mutantrace
apply_clothing_filtersCalled by /mob/living/carbon/human/update_clothing()'s slot-specific sub-procs. Each sub-proc passes its obj to this proc, which you can then operate on. Should return a filter or list of filters, to be added to the obj's wear_image.filters
onDeathCalled when our mob dies. Returning a true value will short circuit the normal death proc right before deathgasp/headspider/etc Rturn values are [MUTRACE_ONDEATH_NOTHING], [MUTRACE_ONDEATH_REVIVED], [MUTRACE_ONDEATH_DEFER_DELETE] etc.
on_attachFor calling of procs when a mob is given a mutant race, to avoid issues with abstract representation in on_attach()

Var Details

AH

The mutant's own appearanceholder, modified to suit our target appearance

aquaphobic

Takes burn damage and hygiene loss on contact with water

aquatic

ignores suffocation from being underwater + moves at full speed underwater

can_walk_on_shards

Should they be able to walk on shards barefoot

color_channel_names

List of 0 to 3 strings representing the names for the color channels used in the character creator. For vanilla humans (or HAS_HUMAN_HAIR) this is list("Bottom Detail", "Mid Detail", "Top Detail").

detail_1_icon

These details will show up layered just in front of the mob's skin The image to be inserted into the mob's appearanceholder's mob_detail_1

detail_oversuit_1_icon

These details will show up layered between the backpack and the outer suit The image to be inserted into the mob's appearanceholder's mob_oversuit_1 Will only show up if the mob's appearance flag includes HAS_O

dna_mutagen_banned

Should stable mutagen not copy from this mutant?

exclusive_language

if TRUE, only understood by others of this mutantrace

eye_icon

The icon used to render their eyes

eye_offset

affects pixel_y of eyes if they're different from normal head-placement. darn anime monkey eyes If 0, it inherits that of the head offset. Otherwise, it applies as normal So, it should typically be something like head_offset +/- a few pixels

eye_state

The state used to render their eyes

genetics_removable

Should a genetics terminal be able to remove this mutantrace?

ghost_icon_state

dead mob icon state this mutantrace uses

human_compatible

if TRUE, allows human diseases and dna injectors to affect this mutantrace

ignore_missing_limbs

Replace both arms regardless of mob status (new and dispose).

jerk

Should robots arrest these by default?

leg_offset

affects pixel_y of the legs and stump, in case the mutant has a non-human length torsocrotch

mutant_abilities

List of abilities associated with this mutantrace, requires mutant_abilityholder to be set

mutant_abilityholder

Abilityholder associated with this mutantrace, will be automatically given to mobs on spawn

mutant_appearance_flags

mutant_folder

The icon of the head, body, and limbs we're using

mutant_organs

Swaps out the entries in the mob's organ_holder with these (hopefully) organs Format: ("entry_in_organholder's_organlist", /obj/item/organ/path)

mutant_organs_f

If our mutant has a female variant that has different organs, these will be used instead

name

used for identification in diseases, clothing, etc

override_limb_icons

If true, normal limbs use custom icons for this mutantrace

race_mutation

The mutation associted with the mutantrace. Saurian genetics for lizards, for instance

special_hair_1_color

Which preference entry to colorize this from. CUST_1 to use the appearanceholder's custom_first_color, and so on. Make null for just "#FFFFFF"

special_hair_1_icon

Special Hair is anything additional that's supposed to be stuck to the mob's head Can be anything, honestly. Used for lizard head things and cow horns Will only show up if the mob's appearance flag includes HAS_SPECIAL_HAIR

special_hair_1_icon_f

The "_f" vars are applied for female variants, if the appearance flags don't have NOT_DIMORPHIC

special_hair_1_layer

Which layer should this hair appear? Defaults to the normal hair-layer

special_hair_1_state

State to be used. Human hairstyles must be defined by their icon state, not hairstyle name!

special_hair_2_icon

The image to be inserted into the mob's appearanceholder's customization_second

special_hair_3_icon

The image to be inserted into the mob's appearanceholder's customization_third

special_head

If the mutant uses a non-human head, this'll tell the head builder which head to build

special_head_f

If our mutant has a female variant, it'll use this head instead

special_head_state

The icon_state of the head we're using

special_head_state_f

If our mutant has a female variant, it'll use this head image instead

typeinfo_type

mutant races: cheap way to add new "types" of mobs

uses_human_clothes

if FALSE, can only wear clothes if listed in /obj/item/clothing/var/compatible_species

voice_message

overrides normal voice message if defined (and others don't understand us, ofc)

Proc Details

MakeMutantDimorphic

Copies over female variants of mutant heads and organs

MutateMutant

Applies or removes the bioeffect associated with the mutantrace

apply_clothing_filters

Called by /mob/living/carbon/human/update_clothing()'s slot-specific sub-procs. Each sub-proc passes its obj to this proc, which you can then operate on. Should return a filter or list of filters, to be added to the obj's wear_image.filters

onDeath

Called when our mob dies. Returning a true value will short circuit the normal death proc right before deathgasp/headspider/etc Rturn values are [MUTRACE_ONDEATH_NOTHING], [MUTRACE_ONDEATH_REVIVED], [MUTRACE_ONDEATH_DEFER_DELETE] etc.

on_attach

For calling of procs when a mob is given a mutant race, to avoid issues with abstract representation in on_attach()