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), AI_Z_OFF (Temporarily off due to nonpresence of players). |
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access_card | Simple_animal access. Innate access uses an internal ID card. |
animal_species | Sorry, no spider+corgi buttbabies. |
armor | Base armor value on this mob for running armor checks |
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. |
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? |
Procs | |
tamed | Extra 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.
armor
Base armor value on this mob for running armor checks
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.
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