Daedalus Dock - Modules - TypesVar Details - Proc Details

simple_animal

Simple, mostly AI-controlled critters, such as pets, bots, and drones.

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.
armor_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_soundSound played when the critter attacks.
attack_verb_continuousAttacking verb in present continuous tense.
attack_verb_simpleAttacking verb in present simple tense.
attack_vis_effectOverride for the visual attack effect shown on 'do_attack_animation()'.
attacked_soundPlayed when someone punches the creature.
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_cooldownLimits how often mobs can hunt other mobs
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.
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.
inept_hunterIs this animal horrible at hunting?
lootList of things spawned at mob's loc when it dies.
max_staminalossMaximum amount of stamina damage the mob can be inflicted with total
maxbodytempMaximal body temperature without receiving damage
melee_damage_typeDamage type of a simple mob's melee attack, should it do damage.
minbodytempMinimal body temperature without receiving damage
move_delay_modifierSee simple_animal_movement.dm
my_zI don't want to confuse this with client registered_z.
obj_damagehow much damage this simple animal does to objects, if any.
prevent_goto_movementMakes Goto() return FALSE and not start a move loop
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.
sharpnessIf the attacks from this are sharp
shouldwakeupconvenience var for forcibly waking up an idling AI on next check.
simple_mob_flagsGeneric flags
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.
turns_per_moveticks 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_damageThis damage is taken when atmos doesn't fit all the requirements above.
unsuitable_cold_damageThis damage is taken when the body temp is too cold.
unsuitable_heat_damageThis damage is taken when the body temp is too hot.
wanderDoes the mob wander around when idle?
weather_immunitiesList of weather immunity traits that are then added on Initialize(), see traits.dm.

Procs

adjustHealthAdjusts the health of a simple mob by a set amount and wakes AI if its idle to react
ex_act_devastateCalled when a devastating explosive acts on this mob
ex_act_heavyCalled when a heavy explosive acts on this mob
ex_act_lightCalled when a light explosive acts on this mob
on_stamina_updateUpdates the simple mob's stamina loss.
set_simple_move_delayUpdate 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:

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