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turns axolotls into basic mobs (#71778)
## About The Pull Request Changes axolotls from simple mobs to basic mobs. I'm not well versed on the differences between simple and basic mobs but it looks like axolotls are still working as before. Their idle movement may be slightly different compared to before and now they don't move away while you're pulling them. ## Why It's Good For The Game Basic mobs are better for AI and probably some other stuff as well and there's the freeze thing also. ## Changelog 🆑 code: turned axolotls into basic mobs, their idle movement may be slightly different and they won't move while you're pulling them anymore /🆑
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@@ -143,7 +143,7 @@
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/obj/item/reagent_containers/cup/bucket = 2,
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/obj/effect/decal/cleanable/blood/old = 2,
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/obj/structure/mop_bucket = 2,
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/mob/living/simple_animal/axolotl = 1,
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/mob/living/basic/axolotl = 1,
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)
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/obj/effect/spawner/random/trash/graffiti
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+31
-8
@@ -1,4 +1,4 @@
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/mob/living/simple_animal/axolotl
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/mob/living/basic/axolotl
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name = "axolotl"
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desc = "Quite the colorful amphibian!"
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icon_state = "axolotl"
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@@ -9,24 +9,47 @@
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attack_verb_continuous = "nibbles" //their teeth are just for gripping food, not used for self defense nor even chewing
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attack_verb_simple = "nibble"
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butcher_results = list(/obj/item/food/nugget = 1)
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density = FALSE
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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mob_size = MOB_SIZE_TINY
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mob_biotypes = MOB_ORGANIC | MOB_BEAST
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gold_core_spawnable = FRIENDLY_SPAWN
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response_help_continuous = "pets"
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response_help_simple = "pet"
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response_disarm_continuous = "gently pushes aside"
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response_disarm_simple = "gently push aside"
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response_harm_continuous = "splats"
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response_harm_simple = "splat"
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density = FALSE
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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mob_size = MOB_SIZE_TINY
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mob_biotypes = MOB_ORGANIC|MOB_BEAST
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gold_core_spawnable = FRIENDLY_SPAWN
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can_be_held = TRUE
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held_w_class = WEIGHT_CLASS_TINY
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worn_slot_flags = ITEM_SLOT_HEAD
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held_lh = 'icons/mob/inhands/animal_item_lefthand.dmi'
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held_rh = 'icons/mob/inhands/animal_item_righthand.dmi'
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worn_slot_flags = ITEM_SLOT_HEAD
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head_icon = 'icons/mob/clothing/head/pets_head.dmi'
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/mob/living/simple_animal/axolotl/Initialize(mapload)
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ai_controller = /datum/ai_controller/basic_controller/axolotl
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/mob/living/basic/axolotl/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_VENTCRAWLER_ALWAYS, INNATE_TRAIT)
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var/list/habitable_atmos = string_assoc_list(list(
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"min_oxy" = 5,
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"max_oxy" = 0,
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"min_plas" = 0,
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"max_plas" = 1,
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"min_co2" = 0,
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"max_co2" = 5,
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"min_n2" = 0,
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"max_n2" = 0,
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))
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AddElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage = 1)
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AddElement(/datum/element/basic_body_temp_sensitive)
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/datum/ai_controller/basic_controller/axolotl
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ai_traits = STOP_MOVING_WHEN_PULLED
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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@@ -5,7 +5,6 @@
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// Use the new basic mobs system instead.
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// If you are refactoring a simple_animal, REMOVE it from this list
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var/list/allowed_types = list(
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/mob/living/simple_animal/axolotl,
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/mob/living/simple_animal/bot,
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/mob/living/simple_animal/bot/cleanbot,
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/mob/living/simple_animal/bot/cleanbot/autopatrol,
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+1
-1
@@ -3607,6 +3607,7 @@
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#include "code\modules\mob\living\basic\pets\dog.dm"
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#include "code\modules\mob\living\basic\pets\pet.dm"
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#include "code\modules\mob\living\basic\ruin_defender\stickman.dm"
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#include "code\modules\mob\living\basic\vermin\axolotl.dm"
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#include "code\modules\mob\living\basic\vermin\cockroach.dm"
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#include "code\modules\mob\living\basic\vermin\mothroach.dm"
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#include "code\modules\mob\living\basic\vermin\mouse.dm"
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@@ -3773,7 +3774,6 @@
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#include "code\modules\mob\living\simple_animal\bot\secbot.dm"
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#include "code\modules\mob\living\simple_animal\bot\SuperBeepsky.dm"
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#include "code\modules\mob\living\simple_animal\bot\vibebot.dm"
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#include "code\modules\mob\living\simple_animal\friendly\axolotl.dm"
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#include "code\modules\mob\living\simple_animal\friendly\butterfly.dm"
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#include "code\modules\mob\living\simple_animal\friendly\cat.dm"
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#include "code\modules\mob\living\simple_animal\friendly\crab.dm"
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