simple_animal
Simple, mostly AI-controlled critters, such as pets, bots, and drones.
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_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_sound | Sound played when the critter attacks. |
attack_verb_continuous | Attacking verb in present continuous tense. |
attack_verb_simple | Attacking verb in present simple tense. |
attack_vis_effect | Override for the visual attack effect shown on 'do_attack_animation()'. |
attacked_sound | Played when someone punches the creature. |
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_cooldown | Limits how often mobs can hunt other mobs |
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. |
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. |
inept_hunter | Is this animal horrible at hunting? |
loot | List of things spawned at mob's loc when it dies. |
max_staminaloss | Maximum amount of stamina damage the mob can be inflicted with total |
maxbodytemp | Maximal body temperature without receiving damage |
melee_damage_type | Damage type of a simple mob's melee attack, should it do damage. |
minbodytemp | Minimal body temperature without receiving damage |
move_delay_modifier | See simple_animal_movement.dm |
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. |
prevent_goto_movement | Makes Goto() return FALSE and not start a move loop |
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. |
sharpness | If the attacks from this are sharp |
shouldwakeup | convenience var for forcibly waking up an idling AI on next check. |
simple_mob_flags | Generic flags |
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. |
turns_per_move | ticks up every time handle_automated_movement() is called, which is every 2 seconds at the time of documenting. 1 turns per move is 1 movement every 2 seconds. |
unsuitable_atmos_damage | This damage is taken when atmos doesn't fit all the requirements above. |
unsuitable_cold_damage | This damage is taken when the body temp is too cold. |
unsuitable_heat_damage | This damage is taken when the body temp is too hot. |
wander | Does the mob wander around when idle? |
weather_immunities | List of weather immunity traits that are then added on Initialize(), see traits.dm. |
Procs | |
adjustHealth | Adjusts the health of a simple mob by a set amount and wakes AI if its idle to react |
ex_act_devastate | Called when a devastating explosive acts on this mob |
ex_act_heavy | Called when a heavy explosive acts on this mob |
ex_act_light | Called when a light explosive acts on this mob |
on_stamina_update | Updates the simple mob's stamina loss. |
set_simple_move_delay | Update the simple variable movement delay value |
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_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_sound
Sound played when the critter attacks.
attack_verb_continuous
Attacking verb in present continuous tense.
attack_verb_simple
Attacking verb in present simple tense.
attack_vis_effect
Override for the visual attack effect shown on 'do_attack_animation()'.
attacked_sound
Played when someone punches the creature.
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_cooldown
Limits how often mobs can hunt other mobs
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.
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.
inept_hunter
Is this animal horrible at hunting?
loot
List of things spawned at mob's loc when it dies.
max_staminaloss
Maximum amount of stamina damage the mob can be inflicted with total
maxbodytemp
Maximal body temperature without receiving damage
melee_damage_type
Damage type of a simple mob's melee attack, should it do damage.
minbodytemp
Minimal body temperature without receiving damage
move_delay_modifier
See simple_animal_movement.dm
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.
prevent_goto_movement
Makes Goto() return FALSE and not start a move loop
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.
sharpness
If the attacks from this are sharp
shouldwakeup
convenience var for forcibly waking up an idling AI on next check.
simple_mob_flags
Generic flags
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.
turns_per_move
ticks up every time handle_automated_movement()
is called, which is every 2 seconds at the time of documenting. 1 turns per move is 1 movement every 2 seconds.
unsuitable_atmos_damage
This damage is taken when atmos doesn't fit all the requirements above.
unsuitable_cold_damage
This damage is taken when the body temp is too cold.
unsuitable_heat_damage
This damage is taken when the body temp is too hot.
wander
Does the mob wander around when idle?
weather_immunities
List of weather immunity traits that are then added on Initialize(), see traits.dm.
Proc Details
adjustHealth
Adjusts the health of a simple mob by a set amount and wakes AI if its idle to react
Arguments:
- amount The amount that will be used to adjust the mob's health
- updating_health If the mob's health should be immediately updated to the new value
- forced If we should force update the adjustment of the mob's health no matter the restrictions, like GODMODE
ex_act_devastate
Called when a devastating explosive acts on this mob
ex_act_heavy
Called when a heavy explosive acts on this mob
ex_act_light
Called when a light explosive acts on this mob
on_stamina_update
Updates the simple mob's stamina loss.
Updates the speed and staminaloss of a given simplemob. Reduces the stamina loss by stamina_recovery
set_simple_move_delay
Update the simple variable movement delay value