Space Station 13 - Modules - TypesDefine Details

code/__DEFINES/mobs.dm

REAGENTS_METABOLISMREAGENT STUFF
REMShorthand for the above define for ease of use in equations and the like
MAX_GOLD_CORE_MOBSMax amount of living Xenobio mobs allowed at any given time (excluding slimes).
UNTIL_DEATH_CHECKUntil a condition is true, sleep. If target is qdeleted or dead, return.
SPAWN_MEGAFAUNADefine for spawning megafauna instead of a mob for cave gen
STANDING_UPMob is standing up, usually associated with lying_angle value of 0.
LYING_DOWNMob is lying down, usually associated with lying_angle values of 90 or 270.
PIXEL_Y_OFFSET_LYINGHow much a mob's sprite should be moved when they're lying down
PIXEL_Y_OFFSET_LYING_REVERSEDHow much a mob's sprite should be moved when they're lying up (on the ceiling)
NO_SLIP_WHEN_WALKINGThe mob will not slip if they're walking intent
SLIDESlipping on this will send them sliding a few tiles down
SLIDE_ICEIce slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)
SLIP_IGNORE_NO_SLIP_WATERTRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will
SLIP_WHEN_LYINGSlip works even if you're already on the ground
SLIPPERY_TURFthe mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait.
NO_BUCKLE_LYINGPossible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.
DEVOUR_TIME_DEFAULTTimes it takes for a mob to be eaten by default.
DEVOUR_TIME_ANIMALTime it takes for a simple mob to be eaten.
SHOCK_NOGLOVESMakes it so that the shock doesn't take gloves into account.
SHOCK_TESLAUsed when the shock is from a tesla bolt.
SHOCK_ILLUSIONUsed when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
SHOCK_NOSTUNThe shock doesn't stun.
SHOCK_SUPPRESS_MESSAGENo default message is sent from the shock
SHOCK_IGNORE_IMMUNITYIgnores TRAIT_SHOCKIMMUNE / TRAIT_TESLA_SHOCKIMMUNE
SHOCK_DELAY_STUNPrevents the immediate stun, instead only gives the delay
SHOCK_KNOCKDOWNMakes the weaken into a knockdown
VOMIT_NUTRITION_LOSSVomit defines
VOMIT_BLOODVomit modes
TOX_VOMIT_THRESHOLD_REACHEDWhen reached - we'll apply status effect which will force carbon to vomit
DISEASE_MOB_LANGUAGE_PROCESSEDFor babylon fever disease.
EXAMINE_INSTANTEyes examine time mod
INC_IGNORE_RESTRAINEDIf the incapacitated will ignore a mob in restraints
INC_IGNORE_GRABBEDIf the incapacitated will ignore a mob being agressively grabbed
NEED_LITERACYIf reading is required to perform action (can't read a book if you are illiterate)
BYPASS_INCAPACITATEDIf incapacitated doesn't needed to be checked.
NEED_DEXTERITYIf other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey)
NEED_HANDSIf hands are required to perform action (can't use objects that require hands if you are a cyborg)
FORBID_TELEKINESIS_REACHIf telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation)
ALLOW_SILICON_REACHIf silicons are allowed to perform action from a distance (silicons can operate airlocks from far away)
ALLOW_RESTINGIf resting on the floor is allowed to perform action (pAIs can play music while resting)
NEED_VENTCRAWLIf this is accessible to creatures with ventcrawl capabilities
BYPASS_ADJACENCYSkips adjacency checks
NOT_INSIDE_TARGETSkips recursive loc checks
SILENT_ADJACENCYChecks for base adjacency, but silences the error
ALLOW_PAIAllows pAIs to perform an action
SQUASHED_SHOULD_BE_DOWNSquash flags. For squashable element Whether or not the squashing requires the squashed mob to be lying down
SQUASHED_SHOULD_BE_GIBBEDWhether or not to gib when the squashed mob is moved over

Define Details

ALLOW_PAI

Allows pAIs to perform an action

ALLOW_RESTING

If resting on the floor is allowed to perform action (pAIs can play music while resting)

ALLOW_SILICON_REACH

If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away)

BYPASS_ADJACENCY

Skips adjacency checks

BYPASS_INCAPACITATED

If incapacitated doesn't needed to be checked.

DEVOUR_TIME_ANIMAL

Time it takes for a simple mob to be eaten.

DEVOUR_TIME_DEFAULT

Times it takes for a mob to be eaten by default.

DISEASE_MOB_LANGUAGE_PROCESSED

For babylon fever disease.

EXAMINE_INSTANT

Eyes examine time mod

FORBID_TELEKINESIS_REACH

If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation)

INC_IGNORE_GRABBED

If the incapacitated will ignore a mob being agressively grabbed

INC_IGNORE_RESTRAINED

If the incapacitated will ignore a mob in restraints

LYING_DOWN

Mob is lying down, usually associated with lying_angle values of 90 or 270.

MAX_GOLD_CORE_MOBS

Max amount of living Xenobio mobs allowed at any given time (excluding slimes).

NEED_DEXTERITY

If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey)

NEED_HANDS

If hands are required to perform action (can't use objects that require hands if you are a cyborg)

NEED_LITERACY

If reading is required to perform action (can't read a book if you are illiterate)

NEED_VENTCRAWL

If this is accessible to creatures with ventcrawl capabilities

NOT_INSIDE_TARGET

Skips recursive loc checks

NO_BUCKLE_LYING

Possible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.

NO_SLIP_WHEN_WALKING

The mob will not slip if they're walking intent

PIXEL_Y_OFFSET_LYING

How much a mob's sprite should be moved when they're lying down

PIXEL_Y_OFFSET_LYING_REVERSED

How much a mob's sprite should be moved when they're lying up (on the ceiling)

REAGENTS_METABOLISM

REAGENT STUFF

REM

Shorthand for the above define for ease of use in equations and the like

SHOCK_DELAY_STUN

Prevents the immediate stun, instead only gives the delay

SHOCK_IGNORE_IMMUNITY

Ignores TRAIT_SHOCKIMMUNE / TRAIT_TESLA_SHOCKIMMUNE

SHOCK_ILLUSION

Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.

SHOCK_KNOCKDOWN

Makes the weaken into a knockdown

SHOCK_NOGLOVES

Makes it so that the shock doesn't take gloves into account.

SHOCK_NOSTUN

The shock doesn't stun.

SHOCK_SUPPRESS_MESSAGE

No default message is sent from the shock

SHOCK_TESLA

Used when the shock is from a tesla bolt.

SILENT_ADJACENCY

Checks for base adjacency, but silences the error

SLIDE

Slipping on this will send them sliding a few tiles down

SLIDE_ICE

Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)

SLIPPERY_TURF

the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait.

SLIP_IGNORE_NO_SLIP_WATER

TRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will

SLIP_WHEN_LYING

Slip works even if you're already on the ground

SPAWN_MEGAFAUNA

Define for spawning megafauna instead of a mob for cave gen

SQUASHED_SHOULD_BE_DOWN

Squash flags. For squashable element Whether or not the squashing requires the squashed mob to be lying down

SQUASHED_SHOULD_BE_GIBBED

Whether or not to gib when the squashed mob is moved over

STANDING_UP

Mob is standing up, usually associated with lying_angle value of 0.

TOX_VOMIT_THRESHOLD_REACHED

When reached - we'll apply status effect which will force carbon to vomit

UNTIL_DEATH_CHECK

Until a condition is true, sleep. If target is qdeleted or dead, return.

VOMIT_BLOOD

Vomit modes

VOMIT_NUTRITION_LOSS

Vomit defines