code/__DEFINES/mobs.dm 
REAGENTS_METABOLISM | REAGENT STUFF |
---|---|
REM | Shorthand for the above define for ease of use in equations and the like |
MAX_GOLD_CORE_MOBS | Max amount of living Xenobio mobs allowed at any given time (excluding slimes). |
UNTIL_DEATH_CHECK | Until a condition is true, sleep. If target is qdeleted or dead, return. |
SPAWN_MEGAFAUNA | Define for spawning megafauna instead of a mob for cave gen |
STANDING_UP | Mob is standing up, usually associated with lying_angle value of 0. |
LYING_DOWN | Mob is lying down, usually associated with lying_angle values of 90 or 270. |
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) |
NO_SLIP_WHEN_WALKING | The mob will not slip if they're walking intent |
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) |
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 |
SLIPPERY_TURF | the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait. |
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. |
DEVOUR_TIME_DEFAULT | Times it takes for a mob to be eaten by default. |
DEVOUR_TIME_ANIMAL | Time it takes for a simple mob to be eaten. |
SHOCK_NOGLOVES | Makes it so that the shock doesn't take gloves into account. |
SHOCK_TESLA | Used when the shock is from a tesla bolt. |
SHOCK_ILLUSION | Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects. |
SHOCK_NOSTUN | The shock doesn't stun. |
SHOCK_SUPPRESS_MESSAGE | No default message is sent from the shock |
SHOCK_IGNORE_IMMUNITY | Ignores TRAIT_SHOCKIMMUNE / TRAIT_TESLA_SHOCKIMMUNE |
SHOCK_DELAY_STUN | Prevents the immediate stun, instead only gives the delay |
SHOCK_KNOCKDOWN | Makes the weaken into a knockdown |
VOMIT_NUTRITION_LOSS | Vomit defines |
VOMIT_BLOOD | Vomit modes |
TOX_VOMIT_THRESHOLD_REACHED | When reached - we'll apply status effect which will force carbon to vomit |
DISEASE_MOB_LANGUAGE_PROCESSED | For babylon fever disease. |
EXAMINE_INSTANT | Eyes examine time mod |
INC_IGNORE_RESTRAINED | If the incapacitated will ignore a mob in restraints |
INC_IGNORE_GRABBED | If the incapacitated will ignore a mob being agressively grabbed |
NEED_LITERACY | If reading is required to perform action (can't read a book if you are illiterate) |
BYPASS_INCAPACITATED | If incapacitated doesn't needed to be checked. |
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) |
FORBID_TELEKINESIS_REACH | If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation) |
ALLOW_SILICON_REACH | If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away) |
ALLOW_RESTING | If resting on the floor is allowed to perform action (pAIs can play music while resting) |
NEED_VENTCRAWL | If this is accessible to creatures with ventcrawl capabilities |
BYPASS_ADJACENCY | Skips adjacency checks |
NOT_INSIDE_TARGET | Skips recursive loc checks |
SILENT_ADJACENCY | Checks for base adjacency, but silences the error |
ALLOW_PAI | Allows pAIs to perform an action |
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 |
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