Goonstation 13 - Modules - TypesVar Details - Proc Details

/mob/living

Vars

ailment_immunecompletely immune to catching and spreading disease/medical-like ailments
applied_patchesall applied patches (ex. medical patches)
do_hurt_slowdowndo we slow down when hurt?
spell_soulguardTracks status of soalguard respawn on mob. SOULGUARD_INACTIVE, SOULGUARD_SPELL when from wizard ability, SOULGUARD_RING when from wizard ring.
void_mindswappableare we compatible with the void mindswapper?

Procs

add_food_bonusSpecial wrapper to add food status effects, due to special overriding and duration behavior.
auto_pickup_itemmakes mob auto pick up the highest weight item on a turf. if multiple have that weight, last one in the order of contents var is picked
can_be_converted_to_the_revolutionChecks whether a mob can be converted to the revolution by use of a flash, revolutionary flash, revolutionary flashbang, or violence.
capitalize_speechreturns true if first letter of things that person says should be capitalized
contract_diseaseContract the specified disease. @param ailment_path Path of the ailment to add. If both ailment_path and ailment_name are passed, this is used. @param ailment_name Name of the ailment to add. This is not cosmetic; the ailment type is retrieved via this name. @param strain Instance of the ailment to add. Used to transfer an existing ailment to a person (such as in the case of a diseased organ transplant) @param bypass_resistance If disease resistance should be bypassed while adding a disease.
create_submerged_imagesmob/living/carbon/human/update_clothing()
get_blood_absorption_rateReturns the rate of blood to absorb from the reagent holder per Life()
get_blood_bioholderhelper proc to return a new bioholder to be used for blood reagent data
get_chem_depletion_multiplierReturns a multiplier for how much chems to deplete from their reagent holder per Life() This will be multiplied by that chems corresponding depletion rate
get_symbol_colorCurrently used for the color of pointing at things. Might be useful for other things that should have a color based off a mob.
get_targetsLooks for the kind_of_target movables within range, and throws the user an input Valid kinds: "mob", "obj", "both"
restore_life_processesInit function for adding life processes. Called on New() and when being revived. The counterpart to reduce_lifeprocess_on_death
shared_living_ui_distancepublic
stun_glove_attackHarm intent

Var Details

ailment_immune

completely immune to catching and spreading disease/medical-like ailments

applied_patches

all applied patches (ex. medical patches)

do_hurt_slowdown

do we slow down when hurt?

spell_soulguard

Tracks status of soalguard respawn on mob. SOULGUARD_INACTIVE, SOULGUARD_SPELL when from wizard ability, SOULGUARD_RING when from wizard ring.

void_mindswappable

are we compatible with the void mindswapper?

Proc Details

add_food_bonus

Special wrapper to add food status effects, due to special overriding and duration behavior.

auto_pickup_item

makes mob auto pick up the highest weight item on a turf. if multiple have that weight, last one in the order of contents var is picked

can_be_converted_to_the_revolution

Checks whether a mob can be converted to the revolution by use of a flash, revolutionary flash, revolutionary flashbang, or violence.

capitalize_speech

returns true if first letter of things that person says should be capitalized

contract_disease

Contract the specified disease. @param ailment_path Path of the ailment to add. If both ailment_path and ailment_name are passed, this is used. @param ailment_name Name of the ailment to add. This is not cosmetic; the ailment type is retrieved via this name. @param strain Instance of the ailment to add. Used to transfer an existing ailment to a person (such as in the case of a diseased organ transplant) @param bypass_resistance If disease resistance should be bypassed while adding a disease.

create_submerged_images

mob/living/carbon/human/update_clothing()

get_blood_absorption_rate

Returns the rate of blood to absorb from the reagent holder per Life()

get_blood_bioholder

helper proc to return a new bioholder to be used for blood reagent data

get_chem_depletion_multiplier

Returns a multiplier for how much chems to deplete from their reagent holder per Life() This will be multiplied by that chems corresponding depletion rate

get_symbol_color

Currently used for the color of pointing at things. Might be useful for other things that should have a color based off a mob.

get_targets

Looks for the kind_of_target movables within range, and throws the user an input Valid kinds: "mob", "obj", "both"

restore_life_processes

Init function for adding life processes. Called on New() and when being revived. The counterpart to reduce_lifeprocess_on_death

shared_living_ui_distance

public

Distance versus interaction check.

required src_object atom/movable The object which owns the UI.

return UI_state The state of the UI.

stun_glove_attack

Harm intent