Space Station 13 - Modules - TypesVar Details - Proc Details

robot

Vars

allow_renameCan a robot rename itself with the Namepick verb?
allow_respriteCan a robot change it's looks after the module is initialized? Used by syndicate combat borgs.
base_iconThe default skin of some special robots.
braintypeDetermines if the robot is referred to as an "Android", "Robot", or "Cyborg" based on the type of brain inside.
brute_modIncoming brute damage is multiplied by this number.
burn_modIncoming burn damage is multiplied by this number.
can_lock_coverIf set to TRUE, a robot can re-lock its own cover.
componentsComponents are basically robot organs.
custom_eye_namesRobot skins with multiple variants for different modules. They require special handling to make their eyes display.
custom_panelDoes the robot have a non-default sprite for an open service panel?
custom_panel_namesRobot skins with non-default sprites for an open service panel.
damage_protectionAll incoming damage has this number subtracted from it.
done_respriteHas the robot done its one allowed resprite?
ear_protectionIs the robot protected from the audio component of flashbangs? Prevents inflicting confusion.
emaggedHas the robot been emagged?
emp_protectionIs the robot immune to EMPs?
externally_poweredIf the cyborg is in a charger, or otherwise receiving power from an outside source.
eye_protectionIs the robot protected from the visual portion of flashbangs and flashes?
floorbufferDoes the robot clean dirt under it when it moves onto a tile?
has_advanced_reagent_visionIf set to TRUE, the robot can see the types and precice quantities of reagents in transparent containers, the % amount of different reagents in opaque containers, and can identify different blood types.
has_cameraDetermines if a robot acts as a mobile security camera that can be observed through security consoles or by an AI.
identUsed when generating the number in default robot names.
ionpulseDoes the robot have ion thrusters installed?
ionpulse_onAre the robot's ion thrusters activated?
is_emaggableCan the robot be emagged?
lamp_intensityLuminosity of the headlamp. 0 is off. Higher settings than the minimum require power. Increments in steps of 2.
lamp_maxMaximum brightness of a robot's headlamp. Set as a var for easy adjusting.
lamp_rechargingFlag for if the headlamp is on cooldown after being forcibly disabled (e.g. by a shadow deamon).
last_camera_updateWhen the camera moved signal was sent last. Avoid overdoing it.
lawupdateDetermines if the robot tries to sync its laws to a connected AI.
lockchargeUsed when locking down a robot to preserve cell charge.
lockedIs the robot's cover locked?
low_power_modeHas the robot's power cell run out of charge?
mail_destinationInteger used to determine self-mailing location, used only by drones and saboteur robots.
mmiUsed for deconstruction to remember what the robot was constructed out of.
modtypeWhat specialisation the robot has.
modules_breakIf set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage.
openedIs the robot's maintenance panel open?
pdahideIf set to TRUE, the robot will be hidden on the PDA messenger list.
rebootingIf the cyborg is rebooting from stamcrit
req_accessUsed for robot access checks.
req_one_accessDetermines the ID access needed to unlock the robot's cover.
robot_suitUsed for deconstruction to remember what the robot was constructed out of.
scrambledcodesIf set to TRUE, a robot will not be visible on the robotics control console.
slowdown_capWhat the cyborg's maximum slowdown penalty is, if it has one.
speedSpeed modifier. Positive numbers reduce speed, negative numbers increase it.
tracking_entitiesThe number of known entities currently accessing the internal camera.
variable_custom_panelsRobot skins with different sprites for open panels for each module.
weapons_unlockSetting to TRUE unlocks a borg's Safety Override modules.

Procs

disable_random_componentDisables a random component for the duration, or until manually turned back on.
get_armourReturns the armour component for a borg, or false if its missing or broken
get_cell_componentReturns the power cell component for a borg, or false if its missing or broken
get_module_spritesReturns an associative list of possible borg sprites based on the selected_module.
get_module_typesReturns a list of choosable module types, associated with the module icon for the radial menu.
initialize_moduleSets up the module items and sprites for the cyborg module chosen in pick_module().
observer_screen_updateUpdates the observers's screens with cyborg itemss. Arguments
on_drop_hotkey_pressUsed in robot.dm when the user presses "Q" by default.
robot_module_hat_offsetSets the offset for a cyborg's hats based on their module icon. Borgs are grouped by similar sprites (Eg. all the Noble borgs are all the same sprite but recoloured.)
set_mail_tagSet Mail Tag
spill_upgradesTake the borg's upgrades and spill them on the floor

Var Details

allow_rename

Can a robot rename itself with the Namepick verb?

allow_resprite

Can a robot change it's looks after the module is initialized? Used by syndicate combat borgs.

base_icon

The default skin of some special robots.

braintype

Determines if the robot is referred to as an "Android", "Robot", or "Cyborg" based on the type of brain inside.

brute_mod

Incoming brute damage is multiplied by this number.

burn_mod

Incoming burn damage is multiplied by this number.

can_lock_cover

If set to TRUE, a robot can re-lock its own cover.

components

Components are basically robot organs.

custom_eye_names

Robot skins with multiple variants for different modules. They require special handling to make their eyes display.

custom_panel

Does the robot have a non-default sprite for an open service panel?

custom_panel_names

Robot skins with non-default sprites for an open service panel.

damage_protection

All incoming damage has this number subtracted from it.

done_resprite

Has the robot done its one allowed resprite?

ear_protection

Is the robot protected from the audio component of flashbangs? Prevents inflicting confusion.

emagged

Has the robot been emagged?

emp_protection

Is the robot immune to EMPs?

externally_powered

If the cyborg is in a charger, or otherwise receiving power from an outside source.

eye_protection

Is the robot protected from the visual portion of flashbangs and flashes?

floorbuffer

Does the robot clean dirt under it when it moves onto a tile?

has_advanced_reagent_vision

If set to TRUE, the robot can see the types and precice quantities of reagents in transparent containers, the % amount of different reagents in opaque containers, and can identify different blood types.

has_camera

Determines if a robot acts as a mobile security camera that can be observed through security consoles or by an AI.

ident

Used when generating the number in default robot names.

ionpulse

Does the robot have ion thrusters installed?

ionpulse_on

Are the robot's ion thrusters activated?

is_emaggable

Can the robot be emagged?

lamp_intensity

Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power. Increments in steps of 2.

lamp_max

Maximum brightness of a robot's headlamp. Set as a var for easy adjusting.

lamp_recharging

Flag for if the headlamp is on cooldown after being forcibly disabled (e.g. by a shadow deamon).

last_camera_update

When the camera moved signal was sent last. Avoid overdoing it.

lawupdate

Determines if the robot tries to sync its laws to a connected AI.

lockcharge

Used when locking down a robot to preserve cell charge.

locked

Is the robot's cover locked?

low_power_mode

Has the robot's power cell run out of charge?

mail_destination

Integer used to determine self-mailing location, used only by drones and saboteur robots.

mmi

Used for deconstruction to remember what the robot was constructed out of.

modtype

What specialisation the robot has.

modules_break

If set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage.

opened

Is the robot's maintenance panel open?

pdahide

If set to TRUE, the robot will be hidden on the PDA messenger list.

rebooting

If the cyborg is rebooting from stamcrit

req_access

Used for robot access checks.

req_one_access

Determines the ID access needed to unlock the robot's cover.

robot_suit

Used for deconstruction to remember what the robot was constructed out of.

scrambledcodes

If set to TRUE, a robot will not be visible on the robotics control console.

slowdown_cap

What the cyborg's maximum slowdown penalty is, if it has one.

speed

Speed modifier. Positive numbers reduce speed, negative numbers increase it.

tracking_entities

The number of known entities currently accessing the internal camera.

variable_custom_panels

Robot skins with different sprites for open panels for each module.

weapons_unlock

Setting to TRUE unlocks a borg's Safety Override modules.

Proc Details

disable_random_component

Disables a random component for the duration, or until manually turned back on.

get_armour

Returns the armour component for a borg, or false if its missing or broken

get_cell_component

Returns the power cell component for a borg, or false if its missing or broken

get_module_sprites

Returns an associative list of possible borg sprites based on the selected_module.

Key: Sprite name | Value: Sprite icon

Arguments:

get_module_types

Returns a list of choosable module types, associated with the module icon for the radial menu.

Key: Module name | Value: Module 'icon'

By default this returns the Engineering, Janitor, Medical, Mining, and Service modules. If there are any [/mob/living/silicon/robot/var/force_modules] set, then they are returned instead. If the MMI has a xenomorph brain in it ([/obj/item/mmi/var/alien]), then only the "Hunter" and standard modules is returned.

initialize_module

Sets up the module items and sprites for the cyborg module chosen in pick_module().

Arguments:

observer_screen_update

Updates the observers's screens with cyborg itemss. Arguments

on_drop_hotkey_press

Used in robot.dm when the user presses "Q" by default.

robot_module_hat_offset

Sets the offset for a cyborg's hats based on their module icon. Borgs are grouped by similar sprites (Eg. all the Noble borgs are all the same sprite but recoloured.)

Arguments:

set_mail_tag

Set Mail Tag

spill_upgrades

Take the borg's upgrades and spill them on the floor