basic

Simple animals 2.0, This time, let's really try to keep it simple. This basetype should purely be used as a base-level for implementing simplified behaviours for things such as damage and attacks. Everything else should be in components or AI behaviours.
Vars | |
armour_penetration | How much armour they ignore, as a flat reduction from the targets armour value. |
---|---|
attack_sound | Sound played when the critter attacks. |
attack_verb_continuous | Basic mob's own attacks verbs, 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. |
bare_wound_bonus | How much bare wounding power it has |
become_passable_on_death | Removes density upon death, restores the original state if alive. |
damage_coeff | 1 for full damage , 0 for none , -1 for 1:1 heal from that source. |
environment_smash | What kind of objects this mob can smash. |
flip_on_death | Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites. |
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. |
habitable_atmos | Leaving something at 0 means it's off - has no maximum. |
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. |
icon_living | /////THIS SECTION COULD BE ITS OWN ELEMENT Icon to use |
maximum_survivable_temperature | Maximal body temperature without receiving damage |
melee_damage_type | Damage type of a simple mob's melee attack, should it do damage. |
minimum_survivable_temperature | Minimal body temperature without receiving damage |
obj_damage | how much damage this basic mob 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. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW |
sharpness | If the attacks from this are sharp |
speak_emote | Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized |
speed | Defines how fast the basic mob can move. This is a multiplier |
stamina_recovery | How much stamina the mob recovers per second |
unsuitable_atmos_damage | This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element. |
unsuitable_cold_damage | This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the basic_body_temp_sensitive element. |
unsuitable_heat_damage | This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the basic_body_temp_sensitive element. |
wound_bonus | How much wounding power it has |
Procs | |
adjust_health | Adjusts the health of a simple mob by a set amount and wakes AI if its idle to react |
say_mod | Automatic stamina re-gain |
Var Details
armour_penetration

How much armour they ignore, as a flat reduction from the targets armour value.
attack_sound

Sound played when the critter attacks.
attack_verb_continuous

Basic mob's own attacks verbs, 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.
bare_wound_bonus

How much bare wounding power it has
become_passable_on_death

Removes density upon death, restores the original state if alive.
damage_coeff

1 for full damage , 0 for none , -1 for 1:1 heal from that source.
environment_smash

What kind of objects this mob can smash.
flip_on_death

Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites.
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.
habitable_atmos

Leaving something at 0 means it's off - has no maximum.
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.
icon_living

/////THIS SECTION COULD BE ITS OWN ELEMENT Icon to use
maximum_survivable_temperature

Maximal body temperature without receiving damage
melee_damage_type

Damage type of a simple mob's melee attack, should it do damage.
minimum_survivable_temperature

Minimal body temperature without receiving damage
obj_damage

how much damage this basic mob 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. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW
sharpness

If the attacks from this are sharp
speak_emote

Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized
speed

Defines how fast the basic mob can move. This is a multiplier
stamina_recovery

How much stamina the mob recovers per second
unsuitable_atmos_damage

This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element.
unsuitable_cold_damage

This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the basic_body_temp_sensitive element.
unsuitable_heat_damage

This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the basic_body_temp_sensitive element.
wound_bonus

How much wounding power it has
Proc Details
adjust_health
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
say_mod
Automatic stamina re-gain