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 | 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 |
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. |
blood_volume | How much blud it has for bloodsucking |
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 TRUE, 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. |
death_sound | The sound played on death. |
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. |
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_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. |
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. |
speed | LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. 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. |
tame | Domestication. |
unsuitable_atmos_damage | This damage is taken when atmos doesn't fit all the requirements above. |
wander | Does the mob wander around when idle? |
weather_immunities | List of weather immunity traits that are then added on Initialize(), see traits.dm. |
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 
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
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.
blood_volume 
How much blud it has for bloodsucking
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 TRUE, 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.
death_sound 
The sound played on death.
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.
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_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.
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.
speed 
LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. 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.
tame 
Domestication.
unsuitable_atmos_damage 
This damage is taken when atmos doesn't fit all the requirements above.
wander 
Does the mob wander around when idle?
weather_immunities 
List of weather immunity traits that are then added on Initialize(), see traits.dm.