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[MIRROR] removes dextrous_hud_type and healable var [MDB IGNORE] (#22992)
* removes dextrous_hud_type and healable var (#77244) ## About The Pull Request I was working on some basic mob stuff and noticed this is a little messy, so I made these changes separately. I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just be used instead. I also removed the ``healable`` var, because it was incorrectly used (with the expectation that basic mobs had it too). Instead it will rely on the mob being Organic, the check right under it, and I gave mob biotypes to mobs that were not healable and had no biotype already. I made a new biotype for slimes because I didn't find any other ones that fit it (and gave it to slimepeople), but it is not used anywhere other than to prevent them from healing from sutures, as I didn't want to just set it to NONE. Thought this may be useful for the future. ## Why It's Good For The Game ``healable`` is checked on simple animals and basic mobs, despite basic mobs not having this var. I do not want to add this var to basic mobs either, I think checking for them being organic makes much more sense and avoids having to make basic mobs less basic. ## Changelog Nothing player-facing. * removes dextrous_hud_type and healable var * Modular --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
This commit is contained in:
co-authored by
John Willard
Giz
parent
f331a9c464
commit
fc4b15b830
@@ -42,6 +42,7 @@
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#define VENTCRAWLER_ALWAYS 2
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//Mob bio-types flags
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///The mob is organic, can can heal from medical sutures.
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#define MOB_ORGANIC (1 << 0)
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#define MOB_MINERAL (1 << 1)
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#define MOB_ROBOTIC (1 << 2)
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@@ -53,6 +54,7 @@
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#define MOB_REPTILE (1 << 8)
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#define MOB_SPIRIT (1 << 9)
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#define MOB_PLANT (1 << 10)
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#define MOB_SLIME (1 << 11)
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//Lung respiration type flags
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#define RESPIRATION_OXYGEN (1 << 0)
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@@ -258,7 +258,8 @@ DEFINE_BITFIELD(mob_biotypes, list(
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"MOB_ROBOTIC" = MOB_ROBOTIC,
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"MOB_SPIRIT" = MOB_SPIRIT,
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"MOB_UNDEAD" = MOB_UNDEAD,
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"MOB_PLANT" = MOB_PLANT
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"MOB_PLANT" = MOB_PLANT,
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"MOB_SLIME" = MOB_SLIME,
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))
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DEFINE_BITFIELD(mob_respiration_type, list(
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@@ -62,10 +62,3 @@
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for(var/obj/item/I in D.held_items)
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I.screen_loc = null
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D.client.screen -= I
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//Dextrous simple mobs can use hands!
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/mob/living/simple_animal/create_mob_hud()
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if(dextrous)
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hud_type = dextrous_hud_type
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return ..()
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@@ -86,10 +86,6 @@
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patient.balloon_alert(user, "they're dead!")
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return
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if(isanimal_or_basicmob(patient) && heal_brute) // only brute can heal
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var/mob/living/simple_animal/critter = patient
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if (istype(critter) && !critter.healable)
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patient.balloon_alert(user, "won't work!")
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return FALSE
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if (!(patient.mob_biotypes & MOB_ORGANIC))
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patient.balloon_alert(user, "can't fix that!")
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return FALSE
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@@ -32,7 +32,7 @@
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wanted_objects = list(/obj/item/stack/ore/diamond, /obj/item/stack/ore/gold, /obj/item/stack/ore/silver,
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/obj/item/stack/ore/plasma, /obj/item/stack/ore/uranium, /obj/item/stack/ore/iron,
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/obj/item/stack/ore/bananium, /obj/item/stack/ore/titanium)
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healable = 0
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mob_biotypes = MOB_ROBOTIC
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loot = list(/obj/effect/decal/cleanable/robot_debris)
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del_on_death = TRUE
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light_system = MOVABLE_LIGHT
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@@ -19,7 +19,7 @@
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icon_state = "demon"
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icon_living = "demon"
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mob_biotypes = MOB_UNDEAD|MOB_HUMANOID // undead is important because it means we can't be healed with sutures and the like. keep this in mind if you ever decide to change this
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mob_biotypes = MOB_BEAST|MOB_HUMANOID
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status_flags = CANPUSH
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combat_mode = TRUE
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@@ -11,6 +11,7 @@
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plural_form = "Jellypeople"
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id = SPECIES_JELLYPERSON
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examine_limb_id = SPECIES_JELLYPERSON
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inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_SLIME
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inherent_traits = list(
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TRAIT_MUTANT_COLORS,
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TRAIT_TOXINLOVER,
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@@ -6,7 +6,6 @@
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mob_biotypes = MOB_ROBOTIC
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stop_automated_movement = TRUE
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wander = FALSE
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healable = FALSE
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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hud_possible = list(DIAG_STAT_HUD, DIAG_BOT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_PATH_HUD = HUD_LIST_LIST)
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@@ -27,7 +27,6 @@
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maxbodytemp = 0
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wander = 0
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speed = 0
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healable = 0
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density = FALSE
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pass_flags = PASSTABLE | PASSMOB
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sight = SEE_TURFS | SEE_OBJS
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@@ -45,7 +44,7 @@
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unique_name = TRUE
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faction = list(FACTION_NEUTRAL,FACTION_SILICON,FACTION_TURRET)
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dextrous = TRUE
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dextrous_hud_type = /datum/hud/dextrous/drone
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hud_type = /datum/hud/dextrous/drone
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// Going for a sort of pale green here
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lighting_cutoff_red = 30
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lighting_cutoff_green = 35
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@@ -29,7 +29,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
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attack_verb_simple = "punch"
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maxHealth = INFINITY //The spirit itself is invincible
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health = INFINITY
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healable = FALSE //don't brusepack the guardian
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mob_biotypes = MOB_BEAST
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1) //how much damage from each damage type we transfer to the owner
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environment_smash = ENVIRONMENT_SMASH_STRUCTURES
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obj_damage = 40
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@@ -43,7 +43,6 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
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light_range = 3
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light_on = FALSE
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hud_type = /datum/hud/guardian
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dextrous_hud_type = /datum/hud/dextrous/guardian //if we're set to dextrous, account for it.
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faction = list()
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/// The guardian's color, used for their sprite, chat, and some effects made by it.
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@@ -12,6 +12,7 @@
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creator_desc = "Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item."
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creator_icon = "dextrous"
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dextrous = TRUE
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hud_type = /datum/hud/dextrous/guardian
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held_items = list(null, null)
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var/obj/item/internal_storage //what we're storing within ourself
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@@ -26,7 +26,6 @@
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 0
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maxbodytemp = INFINITY
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healable = 0
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faction = list(FACTION_CULT)
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pressure_resistance = 100
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unique_name = 1
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@@ -30,6 +30,7 @@
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attack_verb_simple = "pummel"
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attack_sound = 'sound/weapons/punch1.ogg'
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dextrous = TRUE
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hud_type = /datum/hud/dextrous
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held_items = list(null, null)
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faction = list(FACTION_MONKEY, FACTION_JUNGLE)
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robust_searching = TRUE
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@@ -26,7 +26,6 @@
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 0
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maxbodytemp = INFINITY
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healable = FALSE
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movement_type = GROUND
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pressure_resistance = 100
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del_on_death = TRUE
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@@ -16,7 +16,7 @@
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minbodytemp = 0
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maxHealth = 150
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health = 150
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healable = 0
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mob_biotypes = MOB_BEAST
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obj_damage = 50
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melee_damage_lower = 20
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melee_damage_upper = 20
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@@ -207,6 +207,7 @@
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emote_see = list("honks", "sweats", "jiggles", "contemplates its existence")
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speak_chance = 5
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dextrous = TRUE
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hud_type = /datum/hud/dextrous
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maxHealth = 140
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health = 140
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speed = -5
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@@ -16,7 +16,6 @@
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melee_damage_upper = 15
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minbodytemp = 0
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maxbodytemp = 1500
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healable = 0 //they're skeletons how would bruise packs help them??
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/hallucinations/growl1.ogg'
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@@ -17,7 +17,6 @@
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health = 10
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minbodytemp = 0
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maxbodytemp = 1500
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healable = 0
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attack_verb_continuous = "slices"
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attack_verb_simple = "slice"
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attack_sound = 'sound/effects/supermatter.ogg'
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@@ -19,7 +19,6 @@
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health = INFINITY //Revenants don't use health, they use essence instead
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maxHealth = INFINITY
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plane = GHOST_PLANE
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healable = FALSE
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sight = SEE_SELF
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throwforce = 0
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@@ -9,7 +9,6 @@
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mob_biotypes = MOB_SPIRIT
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maxHealth = 40
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health = 40
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healable = 0
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speak_emote = list("hisses")
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emote_hear = list("wails.","screeches.")
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response_help_continuous = "puts their hand through"
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@@ -70,9 +70,6 @@
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/// List of weather immunity traits that are then added on Initialize(), see traits.dm.
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var/list/weather_immunities
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///Healable by medical stacks? Defaults to yes.
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var/healable = 1
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///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
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///Leaving something at 0 means it's off - has no maximum.
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var/list/atmos_requirements = list("min_oxy" = 5, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
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@@ -138,7 +135,6 @@
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///If the creature has, and can use, hands.
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var/dextrous = FALSE
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var/dextrous_hud_type = /datum/hud/dextrous
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///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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var/AIStatus = AI_ON
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@@ -25,7 +25,7 @@
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maxHealth = 150
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health = 150
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healable = 0
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mob_biotypes = MOB_SLIME
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melee_damage_lower = 5
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melee_damage_upper = 25
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@@ -18,10 +18,6 @@
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/datum/surgery/healing/can_start(mob/user, mob/living/patient)
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. = ..()
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if(isanimal(patient))
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var/mob/living/simple_animal/critter = patient
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if(!critter.healable)
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return FALSE
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if(!(patient.mob_biotypes & (MOB_ORGANIC|MOB_HUMANOID)))
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return FALSE
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-1
@@ -324,7 +324,6 @@
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mob_biotypes = MOB_ROBOTIC
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health = 75
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maxHealth = 75
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healable = 0
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melee_damage_lower = 10
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melee_damage_upper = 10
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attack_verb_continuous = "claws"
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@@ -22,7 +22,6 @@
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minbodytemp = 0
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maxHealth = 750 //Very durable
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health = 500
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healable = FALSE
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lighting_cutoff_red = 0
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lighting_cutoff_green = 35
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lighting_cutoff_blue = 20
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