Shiptest 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_Z_OFF (Temporarily off due to nonpresence of players).
access_cardSimple_animal access. Innate access uses an internal ID card.
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 Leaving something at 0 means it's off - has no maximum.
attack_verb_continuousAttacking verb in present continuous tense.
attack_verb_simpleAttacking verb in present simple tense.
attacked_soundPlayed when someone punches the creature.
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_have_aionce we have become sentient, we can never go back.
childtypeHot simple_animal baby making vars.
damage_coeff1 for full damage , 0 for none , -1 for 1:1 heal from that source.
del_on_deathCauses mob to be deleted on death, useful for mobs that spawn lootable corpses.
dextrousIf the creature has, and can use, hands.
emote_hearHearable emotes
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.
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.
friendly_verb_continuousAttacking, but without damage, verb in present continuous tense.
friendly_verb_simpleAttacking, but without damage, verb in present simple tense.
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_deadIcon when the animal is dead. Don't use animated icons for this.
icon_gibWe only try to show a gibbing animation if this exists.
lootList of things spawned at mob's loc when it dies.
melee_damage_typeDamage type of a simple mob's melee attack, should it do damage.
minbodytempTemperature effect.
my_zI don't want to confuse this with client registered_z.
obj_damagehow much damage this simple animal does to objects, if any.
response_disarm_continuousDisarm-intent verb in present continuous tense.
response_disarm_simpleDisarm-intent verb in present simple tense.
response_harm_continuousHarm-intent verb in present continuous tense.
response_harm_simpleHarm-intent verb in present simple tense.
response_help_continuousWhen someone interacts with the simple animal. Help-intent verb in present continuous tense.
response_help_simpleHelp-intent verb in present simple tense.
sentience_typeSentience type, for slime potions.
shouldwakeupconvenience var for forcibly waking up an idling AI on next check.
speak_emoteEmotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
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.
tameDomestication.
tame_chanceStarting success chance for taming.
unsuitable_atmos_damageThis damage is taken when atmos doesn't fit all the requirements above.
wanderDoes the mob wander around when idle?

Procs

tamedExtra effects to add when the mob is tamed, such as adding a riding component

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_Z_OFF (Temporarily off due to nonpresence of players).

access_card

Simple_animal access. Innate access uses an internal ID card.

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 Leaving something at 0 means it's off - has no maximum.

attack_verb_continuous

Attacking verb in present continuous tense.

attack_verb_simple

Attacking verb in present simple tense.

attacked_sound

Played when someone punches the creature.

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_have_ai

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

childtype

Hot simple_animal baby making vars.

damage_coeff

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

del_on_death

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

dextrous

If the creature has, and can use, hands.

emote_hear

Hearable emotes

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.

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_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.

healable

Healable by medical stacks? Defaults to yes.

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.

loot

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

melee_damage_type

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

minbodytemp

Temperature effect.

my_z

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

obj_damage

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

response_disarm_continuous

Disarm-intent verb in present continuous tense.

response_disarm_simple

Disarm-intent verb in present simple tense.

response_harm_continuous

Harm-intent verb in present continuous tense.

response_harm_simple

Harm-intent verb in present simple tense.

response_help_continuous

When someone interacts with the simple animal. Help-intent verb in present continuous tense.

response_help_simple

Help-intent verb in present simple tense.

sentience_type

Sentience type, for slime potions.

shouldwakeup

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

speak_emote

Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.

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.

tame

Domestication.

tame_chance

Starting success chance for taming.

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

tamed

Extra effects to add when the mob is tamed, such as adding a riding component