basic 
Simple animals 2.0, This time, let's really try to keep it simple. This basetype should purely be used as a base-level for implementing simplified behaviours for things such as damage and attacks. Everything else should be in components or AI behaviours.
Vars | |
affects_by_temperature | Set to FALSE to avoid getting damage from temparature |
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armour_penetration | How much armour they ignore, as a flat reduction from the targets armour value. |
attack_sound | Sound played when the critter attacks. |
attack_verb_continuous | Basic mob's own attacks verbs, Attacking verb in present continuous tense. "Кто-то [attack_verb_continuous] цель" |
attack_verb_simple | Attacking verb in present simple tense. "Вы [response_harm_simple] цель" |
attack_vis_effect | Override for the visual attack effect shown on 'do_attack_animation()'. |
attacked_sound | Played when someone punches the creature. |
bare_wound_bonus | How much wounding power it has How much bare wounding power it has |
damage_coeff | 1 for full damage , 0 for none , -1 for 1:1 heal from that source. |
environment_smash | What kind of objects this mob can smash. |
flip_on_death | Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites. |
force_threshold | Minimum force required to deal any damage |
friendly_verb_continuous | Attacking, but without damage, verb in present continuous tense. |
friendly_verb_simple | Attacking, but without damage, verb in present simple tense. |
gold_core_spawnable | If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood. |
icon_dead | Icon when the animal is dead. Don't use animated icons for this. |
icon_gib | We only try to show a gibbing animation if this exists. |
icon_living | /////THIS SECTION COULD BE ITS OWN ELEMENT Icon to use |
maximum_survivable_temperature | Maximal body temperature without receiving damage |
melee_damage_type | Damage type of a simple mob's melee attack, should it do damage. |
minimum_survivable_temperature | Minimal body temperature without receiving damage |
obj_damage | how much damage this basic mob does to objects, if any. |
response_disarm_continuous | Disarm-intent verb in present continuous tense. "Кто-то [response_disarm_continuous] вас" |
response_disarm_simple | Disarm-intent verb in present simple tense. "Вы [response_disarm_simple] цель" |
response_harm_continuous | Harm-intent verb in present continuous tense. "Кто-то [response_harm_continuous] цель" |
response_harm_simple | Harm-intent verb in present simple tense. "Вы [response_harm_simple] цель" |
response_help_continuous | When someone interacts with the simple animal. Help-intent verb in present continuous tense. "кто-то [response_help_continuous] вас" |
response_help_simple | Help-intent verb in present simple tense. "Вы [response_help_simple] цель" |
sentience_type | Sentience type, for slime potions. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW |
sharpness | If the attacks from this are sharp |
speak_emote | Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized |
speed | Defines how fast the basic mob can move. This is a multiplier |
stamina_recovery | How much stamina the mob recovers per second |
unsuitable_atmos_damage | This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element. |
Procs | |
adjust_health | Adjusts the health of a simple mob by a set amount and wakes AI if its idle to react |
Var Details
affects_by_temperature 
Set to FALSE to avoid getting damage from temparature
armour_penetration 
How much armour they ignore, as a flat reduction from the targets armour value.
attack_sound 
Sound played when the critter attacks.
attack_verb_continuous 
Basic mob's own attacks verbs, Attacking verb in present continuous tense. "Кто-то [attack_verb_continuous] цель"
attack_verb_simple 
Attacking verb in present simple tense. "Вы [response_harm_simple] цель"
attack_vis_effect 
Override for the visual attack effect shown on 'do_attack_animation()'.
attacked_sound 
Played when someone punches the creature.
bare_wound_bonus 
How much wounding power it has How much bare wounding power it has
damage_coeff 
1 for full damage , 0 for none , -1 for 1:1 heal from that source.
environment_smash 
What kind of objects this mob can smash.
flip_on_death 
Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites.
force_threshold 
Minimum force required to deal any damage
friendly_verb_continuous 
Attacking, but without damage, verb in present continuous tense.
friendly_verb_simple 
Attacking, but without damage, verb in present simple tense.
gold_core_spawnable 
If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
icon_dead 
Icon when the animal is dead. Don't use animated icons for this.
icon_gib 
We only try to show a gibbing animation if this exists.
icon_living 
/////THIS SECTION COULD BE ITS OWN ELEMENT Icon to use
maximum_survivable_temperature 
Maximal body temperature without receiving damage
melee_damage_type 
Damage type of a simple mob's melee attack, should it do damage.
minimum_survivable_temperature 
Minimal body temperature without receiving damage
obj_damage 
how much damage this basic mob does to objects, if any.
response_disarm_continuous 
Disarm-intent verb in present continuous tense. "Кто-то [response_disarm_continuous] вас"
response_disarm_simple 
Disarm-intent verb in present simple tense. "Вы [response_disarm_simple] цель"
response_harm_continuous 
Harm-intent verb in present continuous tense. "Кто-то [response_harm_continuous] цель"
response_harm_simple 
Harm-intent verb in present simple tense. "Вы [response_harm_simple] цель"
response_help_continuous 
When someone interacts with the simple animal. Help-intent verb in present continuous tense. "кто-то [response_help_continuous] вас"
response_help_simple 
Help-intent verb in present simple tense. "Вы [response_help_simple] цель"
sentience_type 
Sentience type, for slime potions. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW
sharpness 
If the attacks from this are sharp
speak_emote 
Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized
speed 
Defines how fast the basic mob can move. This is a multiplier
stamina_recovery 
How much stamina the mob recovers per second
unsuitable_atmos_damage 
This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element.
Proc Details
adjust_health
Adjusts the health of a simple mob by a set amount and wakes AI if its idle to react
Arguments:
- amount The amount that will be used to adjust the mob's health
- updating_health If the mob's health should be immediately updated to the new value
- forced If we should force update the adjustment of the mob's health no matter the restrictions, like GODMODE