Space Station 13 - Modules - TypesVar Details - Proc Details

simple_animal

Vars

AIStatusThe Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever).
AI_delay_currentCurrent delay for the next mob's move/action. Used by SSnpcpool and SSidlenpcpool.
AI_delay_maxSSnpcpool will add random delay to the next mob's move or action, taking this var's value into account. Lower the delay faster the mob can response. Set this to zero for critical mobs, like megafauna.
AIprocDetermines if the AI loop is activated.
AtkcoolAttack cooldown.
DisciplineIf a slime has been hit with a freeze gun, or wrestled/attacked off a human, they become disciplined and don't attack anymore for a while.
SStunStun variable.
TempstunTemporary temperature stuns.
admin_prev_healthHealth of the mob before being admin-frozen, restored afterwards
allows_unconsciousWhether we can apply unconscious effects on this mob (Sleeping, Paralyse etc.)
animal_speciesSorry, no spider+corgi buttbabies.
armour_penetrationHow much armour they ignore, as a flat reduction from the targets armour value.
atmos_requirementsAtmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
bonus_tame_chanceAdded success chance after every failed tame attempt.
buffedIn the event that you want to have a buffing effect on the mob, but don't want it to stack with other effects, any outside force that applies a buff to a simple mob should at least set this to 1, so we have something to check against.
can_be_on_fireIf the mob can catch fire
can_collarCan add collar to mob or not, use the set_can_collar if you want to change this on runtime.
can_have_aiOnce we have become sentient, we can never go back.
childtypeHot simple_animal baby making vars.
collar_typeIf the mob has collar sprites, define them.
damage_coeff1 for full damage , 0 for none , -1 for 1:1 heal from that source
death_soundThe sound played on death.
deathmessageSee /proc/genderize_decode for more info.
del_on_deathCauses mob to be deleted on death, useful for mobs that spawn lootable corpses.
emote_hearList of audible emotes/sounds (e.g. list("growls", "hisses")). Heard by nearby players.
emote_seeUnlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps.
environment_smashSet to 1 to allow breaking of crates,lockers,racks,tables; 2 for walls; 3 for Rwalls
fire_damageDamage the mob will take if it is on fire
flip_on_deathFlip the sprite upside down on death. Mostly here for things lacking custom dead sprites.
food_typeWhat the mob eats, typically used for taming or animal husbandry.
footstep_typeWhat kind of footstep this mob should have. Null if it shouldn't have any.
force_thresholdMinimum force required to deal any damage.
friendlyIf the mob does no damage with it's attack
gold_core_spawnableIf the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
healableHealable by medical stacks? Defaults to yes.
icon_gibWe only try to show a gibbing animation if this exists.
leashAutodust on a big distance.
lootList of things spawned at mob's loc when it dies.
master_commanderHolding var for determining who own/controls a sentient simple animal (for sentience potions).
melee_damage_lowerLETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly.
melee_damage_typeDamage type of a simple mob's melee attack, should it do damage.
my_zItem don't want to confuse this with client registered_z.
obj_damageHow much damage this simple animal does to objects, if any.
pass_door_while_hiddenAllows a mob to pass unbolted doors while hidden
sentience_typeSentience type, for slime potions.
shouldwakeupConvenience var for forcibly waking up an idling AI on next check.
speakList of phrases randomly spoken (e.g. list("Beep!", "Status update?"))
speedHigher speed is slower, negative speed is faster.
stop_automated_movementUse this to temporarely stop random movement or to if you write special movement code for animals.
stop_automated_movement_when_pulledWhen set to 1 this stops the animal from moving when someone is pulling it.
talk_soundThe sound played when talk.
tameDomestication.
tame_chanceStarting success chance for taming.
unique_petIf the mob can be renamed.
unsuitable_atmos_damageThis damage is taken when atmos doesn't fit all the requirements above.
wanderDoes the mob wander around when idle?

Procs

adjustHealthProc-adjuster for all damage types, simple mob can have. Any passed damage will be reduced by resists and converted to bruteloss afterwards.
setDamageProc-setter for all damage types, simple mob can have. Any passed damage will be converted to bruteloss. No resists will be applied.
setHealthProc-setter for health of simple mobs. Any passed amount will be converted to bruteloss calculated from (maxHealth - amount). No resists will be applied.
tamedExtra effects to add when the mob is tamed, such as adding a riding or whatever.

Var Details

AIStatus

The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever).

AI_delay_current

Current delay for the next mob's move/action. Used by SSnpcpool and SSidlenpcpool.

AI_delay_max

SSnpcpool will add random delay to the next mob's move or action, taking this var's value into account. Lower the delay faster the mob can response. Set this to zero for critical mobs, like megafauna.

AIproc

Determines if the AI loop is activated.

Atkcool

Attack cooldown.

Discipline

If a slime has been hit with a freeze gun, or wrestled/attacked off a human, they become disciplined and don't attack anymore for a while.

SStun

Stun variable.

Tempstun

Temporary temperature stuns.

admin_prev_health

Health of the mob before being admin-frozen, restored afterwards

allows_unconscious

Whether we can apply unconscious effects on this mob (Sleeping, Paralyse etc.)

animal_species

Sorry, no spider+corgi buttbabies.

armour_penetration

How much armour they ignore, as a flat reduction from the targets armour value.

atmos_requirements

Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage

bonus_tame_chance

Added success chance after every failed tame attempt.

buffed

In the event that you want to have a buffing effect on the mob, but don't want it to stack with other effects, any outside force that applies a buff to a simple mob should at least set this to 1, so we have something to check against.

can_be_on_fire

If the mob can catch fire

can_collar

Can add collar to mob or not, use the set_can_collar if you want to change this on runtime.

can_have_ai

Once we have become sentient, we can never go back.

childtype

Hot simple_animal baby making vars.

collar_type

If the mob has collar sprites, define them.

damage_coeff

1 for full damage , 0 for none , -1 for 1:1 heal from that source

death_sound

The sound played on death.

deathmessage

See /proc/genderize_decode for more info.

del_on_death

Causes mob to be deleted on death, useful for mobs that spawn lootable corpses.

emote_hear

List of audible emotes/sounds (e.g. list("growls", "hisses")). Heard by nearby players.

emote_see

Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps.

environment_smash

Set to 1 to allow breaking of crates,lockers,racks,tables; 2 for walls; 3 for Rwalls

fire_damage

Damage the mob will take if it is on fire

flip_on_death

Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites.

food_type

What the mob eats, typically used for taming or animal husbandry.

footstep_type

What kind of footstep this mob should have. Null if it shouldn't have any.

force_threshold

Minimum force required to deal any damage.

friendly

If the mob does no damage with it's attack

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.

healable

Healable by medical stacks? Defaults to yes.

icon_gib

We only try to show a gibbing animation if this exists.

leash

Autodust on a big distance.

loot

List of things spawned at mob's loc when it dies.

master_commander

Holding var for determining who own/controls a sentient simple animal (for sentience potions).

melee_damage_lower

LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly.

melee_damage_type

Damage type of a simple mob's melee attack, should it do damage.

my_z

Item don't want to confuse this with client registered_z.

obj_damage

How much damage this simple animal does to objects, if any.

pass_door_while_hidden

Allows a mob to pass unbolted doors while hidden

sentience_type

Sentience type, for slime potions.

shouldwakeup

Convenience var for forcibly waking up an idling AI on next check.

speak

List of phrases randomly spoken (e.g. list("Beep!", "Status update?"))

speed

Higher speed is slower, negative speed is faster.

stop_automated_movement

Use this to temporarely stop random movement or to if you write special movement code for animals.

stop_automated_movement_when_pulled

When set to 1 this stops the animal from moving when someone is pulling it.

talk_sound

The sound played when talk.

tame

Domestication.

tame_chance

Starting success chance for taming.

unique_pet

If the mob can be renamed.

unsuitable_atmos_damage

This damage is taken when atmos doesn't fit all the requirements above.

wander

Does the mob wander around when idle?

Proc Details

adjustHealth

Proc-adjuster for all damage types, simple mob can have. Any passed damage will be reduced by resists and converted to bruteloss afterwards.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

setDamage

Proc-setter for all damage types, simple mob can have. Any passed damage will be converted to bruteloss. No resists will be applied.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

setHealth

Proc-setter for health of simple mobs. Any passed amount will be converted to bruteloss calculated from (maxHealth - amount). No resists will be applied.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

tamed

Extra effects to add when the mob is tamed, such as adding a riding or whatever.