simple_animal 
Vars | |
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). |
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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? |
Procs | |
adjustHealth | Proc-adjuster for all damage types, simple mob can have. Any passed damage will be reduced by resists and converted to bruteloss afterwards. |
setDamage | Proc-setter for all damage types, simple mob can have. Any passed damage will be converted to bruteloss. No resists will be applied. |
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. |
tamed | Extra 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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- damagetype - What type of damage was inflicted. Used only to apply resists.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers.
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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
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:
- amount - Amount of health to set.
- updating_health - If TRUE calls update health on success.
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.