species 
Vars | |
| a | the "a" or "an" in "a Vulpkanin" or "an Abductor", use with singular version |
|---|---|
| age_sheet | Contains info for all age related preferences. |
| blacklisted_disabilities | Bitflags of all the disabilities blacklisted for this species in character creation screen |
| blood_overlays | List of all possible blood overlays for current race blood_mask. Init automaticly, don't force any value |
| blood_species | Species blood's name |
| blurb | A brief lore summary for use in the chargen screen. |
| body_temperature | non-IS_SYNTHETIC species will try to stabilize at this temperature. (also affects temperature processing) |
| bonefragility | Fractures chance reduction/amplification |
| brain_mod | Brain damage reduction/amplification |
| brute_mod | Physical damage reduction/amplification |
| burn_mod | Burn damage reduction/amplification |
| can_craft | Can this mob using crafting or not? |
| clone_mod | Clone damage reduction/amplification |
| clothing_flags | Underwear and socks. |
| cold_level_1 | Cold damage level 1 below this point. |
| cold_level_2 | Cold damage level 2 below this point. |
| cold_level_3 | Cold damage level 3 below this point. |
| coldmod | Damage multiplier for being in a cold environment |
| damage_resistance | Flat modifier on all damage taken from any source. IE: 10 = 10% less damage taken. |
| death_message | Death vars. See /proc/genderize_decode for more info. |
| default_bodyacc | Name of default body accessory if any. |
| default_fhair | Default facial hair style for newly created humans unless otherwise set. |
| default_genes | Species default genes |
| default_hair | Default hair style for newly created humans unless otherwise set. |
| default_headacc | Default head accessory style for newly created humans unless otherwise set. |
| default_language | Default language is used when 'say' is used without modifiers. |
| deform | Mutated icon set. |
| digestion_ratio | How quickly the species digests/absorbs reagents. |
| eyes | Icon for eyes. |
| germs_growth_mod | How quickly germs are growing |
| greater_form | Greater form, if any, ie. human for monkeys. |
| has_organ | Determines internal organs that the species spawns with and which required-organ checks are conducted. |
| hazard_high_pressure | Dangerously high pressure. |
| hazard_low_pressure | Dangerously low pressure. |
| heat_level_1 | Heat damage level 1 above this point. |
| heat_level_2 | Heat damage level 2 above this point. |
| heat_level_3 | Heat damage level 3 above this point; used for body temperature |
| heatmod | Damage multiplier for being in a hot environment |
| hunger_drain_mod | Hunder drain reduction/amplification |
| hunger_type | Used to pick nutrition bar icon for HUD |
| icobase | Normal icon set. |
| icon_skin_tones | Defining lists of icon skin tones for species that have them. |
| inherent_traits | Generic traits tied to having the species. |
| is_monkeybasic | Indicates that this species belongs to lesser human forms. |
| language | Default racial language, if any. |
| max_radiation | Maximum radiation species can hold |
| name | Species name |
| name_plural | Pluralized name (since "[name]s" is not always valid) |
| no_equip | slots the race can't equip stuff to |
| nojumpsuit | this is sorta... weird. it basically lets you equip stuff that usually needs jumpsuits without one, like belts and pockets and ids |
| obj_damage | Damage for punching objects |
| optional_body_accessory | Whether the presence of a body accessory on this species is optional or not. |
| oxy_mod | Oxy damage reduction/amplification |
| primitive_form | Lesser form, if any (ie. monkey for humans) |
| punchdamagehigh | Highest possible punch damage |
| punchdamagelow | Lowest possible punch damage |
| punchstunthreshold | Damage at which punches from this race will stun |
| scream_verb | Special symbols used to apply correct gender. See /proc/genderize_decode for more info. |
| secondary_langs | The keys of secondary languages that are available to this species. |
| siemens_coeff | Base electrocution coefficient |
| silent_steps | Stops step noises |
| special_diet | Here are going material types. If material type in your diet, and item has eatable component - you will eat it. |
| special_step_sounds | Sounds to override barefeet walking |
| speech_chance | The likelihood of a speech sound playing. |
| speech_sounds | A list of sounds to potentially play when speaking. |
| speed_mod | Species movement speed. Positive numbers make it move slower, negative numbers make it move faster |
| stamina_mod | Stamina damage reduction/amplification |
| stun_mod | If a species is more/less impacated by incapacitated effects (stun/weaken/knockdown/paralysis/sleeping) |
| surgeryspeedmod | Same as above, used for surgery modifiers |
| tail | Name of tail image in species effects icon file. |
| taste_sensitivity | the most widely used factor; humans use a different one |
| toolspeedmod | Flat bonus to various tool handling Value of 0.1 adds 10% time delay to all performed actions in tool's category, -0.1 vice versa READ ONLY! |
| total_health | Maximum health of this species |
| total_stamina | Maximum stamina of this species, MUST be lower than MAX_STAMINA_LOSS |
| tox_mod | Toxin damage reduction/amplification |
| unarmed | For empty hand harm-intent attack |
| warning_high_pressure | High pressure warning. |
| warning_low_pressure | Low pressure warning. |
| wing | like tail but wings |
Procs | |
| create_organs | Handles creation of mob organs. |
| equip_delay_self_check | Proc that provide delayed item equip. Returns TRUE on success. |
| get_species_runechat_color | Species-specific runechat colour handler |
| handle_dna | Handles DNA mutations, as that doesn't work at init. |
| handle_radiation | Species based handling for irradiation |
| handle_reagents | Do species-specific reagent handling here Return 1 if it should do normal processing too Return the parent value if processing does not explicitly stop Return 0 if it shouldn't deplete and do its normal effect Other return values will cause weird badness |
Var Details
a 
the "a" or "an" in "a Vulpkanin" or "an Abductor", use with singular version
age_sheet 
Contains info for all age related preferences.
blacklisted_disabilities 
Bitflags of all the disabilities blacklisted for this species in character creation screen
blood_overlays 
List of all possible blood overlays for current race blood_mask. Init automaticly, don't force any value
blood_species 
Species blood's name
blurb 
A brief lore summary for use in the chargen screen.
body_temperature 
non-IS_SYNTHETIC species will try to stabilize at this temperature. (also affects temperature processing)
bonefragility 
Fractures chance reduction/amplification
brain_mod 
Brain damage reduction/amplification
brute_mod 
Physical damage reduction/amplification
burn_mod 
Burn damage reduction/amplification
can_craft 
Can this mob using crafting or not?
clone_mod 
Clone damage reduction/amplification
clothing_flags 
Underwear and socks.
cold_level_1 
Cold damage level 1 below this point.
cold_level_2 
Cold damage level 2 below this point.
cold_level_3 
Cold damage level 3 below this point.
coldmod 
Damage multiplier for being in a cold environment
damage_resistance 
Flat modifier on all damage taken from any source. IE: 10 = 10% less damage taken.
death_message 
Death vars. See /proc/genderize_decode for more info.
default_bodyacc 
Name of default body accessory if any.
default_fhair 
Default facial hair style for newly created humans unless otherwise set.
default_genes 
Species default genes
default_hair 
Default hair style for newly created humans unless otherwise set.
default_headacc 
Default head accessory style for newly created humans unless otherwise set.
default_language 
Default language is used when 'say' is used without modifiers.
deform 
Mutated icon set.
digestion_ratio 
How quickly the species digests/absorbs reagents.
eyes 
Icon for eyes.
germs_growth_mod 
How quickly germs are growing
greater_form 
Greater form, if any, ie. human for monkeys.
has_organ 
Determines internal organs that the species spawns with and which required-organ checks are conducted.
hazard_high_pressure 
Dangerously high pressure.
hazard_low_pressure 
Dangerously low pressure.
heat_level_1 
Heat damage level 1 above this point.
heat_level_2 
Heat damage level 2 above this point.
heat_level_3 
Heat damage level 3 above this point; used for body temperature
heatmod 
Damage multiplier for being in a hot environment
hunger_drain_mod 
Hunder drain reduction/amplification
hunger_type 
Used to pick nutrition bar icon for HUD
icobase 
Normal icon set.
icon_skin_tones 
Defining lists of icon skin tones for species that have them.
inherent_traits 
Generic traits tied to having the species.
is_monkeybasic 
Indicates that this species belongs to lesser human forms.
language 
Default racial language, if any.
max_radiation 
Maximum radiation species can hold
name 
Species name
name_plural 
Pluralized name (since "[name]s" is not always valid)
no_equip 
slots the race can't equip stuff to
nojumpsuit 
this is sorta... weird. it basically lets you equip stuff that usually needs jumpsuits without one, like belts and pockets and ids
obj_damage 
Damage for punching objects
optional_body_accessory 
Whether the presence of a body accessory on this species is optional or not.
oxy_mod 
Oxy damage reduction/amplification
primitive_form 
Lesser form, if any (ie. monkey for humans)
punchdamagehigh 
Highest possible punch damage
punchdamagelow 
Lowest possible punch damage
punchstunthreshold 
Damage at which punches from this race will stun
scream_verb 
Special symbols used to apply correct gender. See /proc/genderize_decode for more info.
secondary_langs 
The keys of secondary languages that are available to this species.
siemens_coeff 
Base electrocution coefficient
silent_steps 
Stops step noises
special_diet 
Here are going material types. If material type in your diet, and item has eatable component - you will eat it.
special_step_sounds 
Sounds to override barefeet walking
speech_chance 
The likelihood of a speech sound playing.
speech_sounds 
A list of sounds to potentially play when speaking.
speed_mod 
Species movement speed. Positive numbers make it move slower, negative numbers make it move faster
stamina_mod 
Stamina damage reduction/amplification
stun_mod 
If a species is more/less impacated by incapacitated effects (stun/weaken/knockdown/paralysis/sleeping)
surgeryspeedmod 
Same as above, used for surgery modifiers
tail 
Name of tail image in species effects icon file.
taste_sensitivity 
the most widely used factor; humans use a different one
toolspeedmod 
Flat bonus to various tool handling Value of 0.1 adds 10% time delay to all performed actions in tool's category, -0.1 vice versa READ ONLY!
total_health 
Maximum health of this species
total_stamina 
Maximum stamina of this species, MUST be lower than MAX_STAMINA_LOSS
tox_mod 
Toxin damage reduction/amplification
unarmed 
For empty hand harm-intent attack
warning_high_pressure 
High pressure warning.
warning_low_pressure 
Low pressure warning.
wing 
like tail but wings
Proc Details
create_organs
Handles creation of mob organs.
Arguments:
- target - The human to create organs inside of
- bodyparts_to_omit - Any bodyparts in this list (and organs within them) should not be added.
- additional_organs - List of organ paths, used to generate additional organs.
equip_delay_self_check
Proc that provide delayed item equip. Returns TRUE on success.
get_species_runechat_color
Species-specific runechat colour handler
Checks the species datum flags and returns the appropriate colour Can be overridden on subtypes to short-circuit these checks (Example: Grey colour is eye colour) Arguments:
- H - The human who this DNA belongs to
handle_dna
Handles DNA mutations, as that doesn't work at init.
handle_radiation
Species based handling for irradiation
Arguments:
- source: The mob requesting handling
- time_since_irradiated: The amount of time since the mob was first irradiated
- seconds_per_tick: The amount of time that has passed since the last tick
handle_reagents
Do species-specific reagent handling here Return 1 if it should do normal processing too Return the parent value if processing does not explicitly stop Return 0 if it shouldn't deplete and do its normal effect Other return values will cause weird badness