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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admin_prev_health | Health of the mob before being admin-frozen, restored afterwards |
animal_species | Sorry, no spider+corgi buttbabies. |
armour_penetration_flat | Flat armour reduction, occurs after percentage armour penetration. |
armour_penetration_percentage | Percentage armour reduction, happens before flat armour reduction. |
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 |
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_crawl | Can this simple mob crawl or not? If FALSE, it won't get immobilized by crawling |
can_have_ai | Once we have become sentient, we can never go back |
childtype | Hot simple_animal baby making vars |
cold_damage_per_tick | Same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp |
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 |
del_on_death | Causes mob to be deleted on death, useful for mobs that spawn lootable corpses |
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 |
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. |
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. |
heat_damage_per_tick | Amount of damage applied if animal's body temperature is higher than maxbodytemp |
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 |
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 | I 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. |
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 TRUE this stops the animal from moving when someone is pulling it. |
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? |
xenobiology_spawned | Was this mob spawned by xenobiology magic? Used for mobcapping. |
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)
admin_prev_health
Health of the mob before being admin-frozen, restored afterwards
animal_species
Sorry, no spider+corgi buttbabies.
armour_penetration_flat
Flat armour reduction, occurs after percentage armour penetration.
armour_penetration_percentage
Percentage armour reduction, happens before flat armour reduction.
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
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_crawl
Can this simple mob crawl or not? If FALSE, it won't get immobilized by crawling
can_have_ai
Once we have become sentient, we can never go back
childtype
Hot simple_animal baby making vars
cold_damage_per_tick
Same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
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
del_on_death
Causes mob to be deleted on death, useful for mobs that spawn lootable corpses
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
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.
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.
heat_damage_per_tick
Amount of damage applied if animal's body temperature is higher than maxbodytemp
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
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
I 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.
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 TRUE this stops the animal from moving when someone is pulling it.
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?
xenobiology_spawned
Was this mob spawned by xenobiology magic? Used for mobcapping.