code/__DEFINES/mobs.dm
ALL_NON_ROBOTIC | All the biotypes that matter |
---|---|
NO_SLIP_WHEN_WALKING | The mob will not slip if they're walking intent |
SLIDE | Slipping on this will send them sliding a few tiles down |
SLIDE_ICE | Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles) |
GALOSHES_DONT_HELP | TRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will |
SLIP_WHEN_CRAWLING | Slip works even if you're already on the ground |
SLIPPERY_TURF | the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait. |
RECENT_EXAMINE_MAX_WINDOW | How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows |
EXAMINE_MORE_WINDOW | If you examine the same atom twice in this timeframe, we call examine_more() instead of examine() |
EYE_CONTACT_WINDOW | If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute! |
YAWN_PROPAGATION_EXAMINE_WINDOW | If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft! |
EYE_CONTACT_RANGE | How far away you can be to make eye contact with someone while examining |
SPAWN_MEGAFAUNA | Define for spawning megafauna instead of a mob for cave gen |
SWARMER_LIGHT_ON | Swarmer flags |
STANDING_UP | Mob is standing up, usually associated with lying_angle value of 0. |
LYING_DOWN | Mob is lying down, usually associated with lying_angle values of 90 or 270. |
NO_BUCKLE_LYING | Possible value of [/atom/movable/buckle_lying]. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled. |
SQUASHED_SHOULD_BE_DOWN | Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN) |
SQUASHED_SHOULD_BE_GIBBED | If present, outright gibs the squashed mob instead of just dealing damage |
SQUASHED_ALWAYS_IF_DEAD | If squashing always passes if the mob is dead |
SQUASHED_DONT_SQUASH_IN_CONTENTS | Don't squash our mob if its not located in a turf |
DROP_BRAIN | Mobs will drop a brain |
DROP_ORGANS | Mobs will drop organs |
DROP_BODYPARTS | Mobs will drop bodyparts (arms, legs, etc.) |
DROP_ITEMS | Mobs will drop items |
DROP_ALL_REMAINS | Mobs will drop everything |
Define Details
ALL_NON_ROBOTIC
All the biotypes that matter
DROP_ALL_REMAINS
Mobs will drop everything
DROP_BODYPARTS
Mobs will drop bodyparts (arms, legs, etc.)
DROP_BRAIN
Mobs will drop a brain
DROP_ITEMS
Mobs will drop items
DROP_ORGANS
Mobs will drop organs
EXAMINE_MORE_WINDOW
If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
EYE_CONTACT_RANGE
How far away you can be to make eye contact with someone while examining
EYE_CONTACT_WINDOW
If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!
GALOSHES_DONT_HELP
TRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will
LYING_DOWN
Mob is lying down, usually associated with lying_angle values of 90 or 270.
NO_BUCKLE_LYING
Possible value of [/atom/movable/buckle_lying]. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.
NO_SLIP_WHEN_WALKING
The mob will not slip if they're walking intent
RECENT_EXAMINE_MAX_WINDOW
How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows
SLIDE
Slipping on this will send them sliding a few tiles down
SLIDE_ICE
Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)
SLIPPERY_TURF
the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait.
SLIP_WHEN_CRAWLING
Slip works even if you're already on the ground
SPAWN_MEGAFAUNA
Define for spawning megafauna instead of a mob for cave gen
SQUASHED_ALWAYS_IF_DEAD
If squashing always passes if the mob is dead
SQUASHED_DONT_SQUASH_IN_CONTENTS
Don't squash our mob if its not located in a turf
SQUASHED_SHOULD_BE_DOWN
Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN)
SQUASHED_SHOULD_BE_GIBBED
If present, outright gibs the squashed mob instead of just dealing damage
STANDING_UP
Mob is standing up, usually associated with lying_angle value of 0.
SWARMER_LIGHT_ON
Swarmer flags
YAWN_PROPAGATION_EXAMINE_WINDOW
If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!