/tg/ Station 13 - Modules - TypesVar Details - Proc Details

protean

HANDLES ALL OF PROTEAN EXISTENCE CODE. Communication chain: Brain > Refactory > Modsuit Core > Modsuit Brain > Orchestrator Brain > Murder every other organ you try to shove in this thing.

Vars

cached_visual_varsVisual vars to cache and restore when regrowing limbs.
deadWhether or not the protean is stuck in their suit or not.
limb_cacheCached limb data for regeneration. Maps body_zone → cached bodypart instance.
retreat_timer_idTimer ID for the emergency retreat timer
revive_timer_idTimer ID for the revive timer, stored so it can be cleaned up on Destroy()

Procs

block_damage_while_in_suitZeros out incoming (non-forced) damage whenever the protean is retracted inside their suit.
cache_limbsSnapshots all current limb types and visuals into the cache.
emergency_retreatMoves the protean into their suit after death. Mob stays DEAD until repaired
go_into_suitMoves the protean into their modsuit, playing visuals and applying transform traits.
handle_orchestratorChecks if the orchestrator organ is present and applies movement penalties if missing.
handle_refactoryChecks if the refactory organ is present and applies degradation damage if missing.
leave_modsuitMoves the protean out of their modsuit back into the world.
on_limb_attachedUpdates the cache when a non-stump limb is attached.
on_owner_deathIntercepts direct death() calls (e.g. chasms, lava) that bypass the normal HARD_CRIT check in on_life. Schedules retreat for after death() and any caller code finishes executing.
on_owner_dnrWhen the owner opts into DNR, stop the suit's distress beacon — no one is coming back.
on_owner_movedWhen the protean moves into or out of the suit, registers/clears suit tracking signals.
on_suit_movedKeeps the protean's view glued to the suit. When the suit is inside a mob we set eye = suit so BYOND follows the carrier through inventory naturally; when it lands on a turf we pin eye to that turf so set_eye can't early-return and leave the camera stuck on the previous carrier.
reject_from_bodyRejects the protean brain from a non-protean body, ejecting it to the ground.
replace_limbsConsumes metal to fully heal limbs and restore missing nanomachine organs.
reviveFully revives the protean from death, restoring their mass.
revive_timerStarts the revive countdown timer, shorter for changelings.
snapshot_limbCaptures limb type and visual properties.

Var Details

cached_visual_vars

Visual vars to cache and restore when regrowing limbs.

dead

Whether or not the protean is stuck in their suit or not.

limb_cache

Cached limb data for regeneration. Maps body_zone → cached bodypart instance.

retreat_timer_id

Timer ID for the emergency retreat timer

revive_timer_id

Timer ID for the revive timer, stored so it can be cleaned up on Destroy()

Proc Details

block_damage_while_in_suit

Zeros out incoming (non-forced) damage whenever the protean is retracted inside their suit.

cache_limbs

Snapshots all current limb types and visuals into the cache.

emergency_retreat

Moves the protean into their suit after death. Mob stays DEAD until repaired

go_into_suit

Moves the protean into their modsuit, playing visuals and applying transform traits.

handle_orchestrator

Checks if the orchestrator organ is present and applies movement penalties if missing.

handle_refactory

Checks if the refactory organ is present and applies degradation damage if missing.

leave_modsuit

Moves the protean out of their modsuit back into the world.

on_limb_attached

Updates the cache when a non-stump limb is attached.

on_owner_death

Intercepts direct death() calls (e.g. chasms, lava) that bypass the normal HARD_CRIT check in on_life. Schedules retreat for after death() and any caller code finishes executing.

on_owner_dnr

When the owner opts into DNR, stop the suit's distress beacon — no one is coming back.

on_owner_moved

When the protean moves into or out of the suit, registers/clears suit tracking signals.

on_suit_moved

Keeps the protean's view glued to the suit. When the suit is inside a mob we set eye = suit so BYOND follows the carrier through inventory naturally; when it lands on a turf we pin eye to that turf so set_eye can't early-return and leave the camera stuck on the previous carrier.

reject_from_body

Rejects the protean brain from a non-protean body, ejecting it to the ground.

replace_limbs

Consumes metal to fully heal limbs and restore missing nanomachine organs.

revive

Fully revives the protean from death, restoring their mass.

revive_timer

Starts the revive countdown timer, shorter for changelings.

snapshot_limb

Captures limb type and visual properties.