///Basic mob flags /// Stamina threshold to not experience stamina crit #define BASIC_MOB_NO_STAMCRIT 0 /// Max stamina should be equal to max health #define BASIC_MOB_STAMINA_MATCH_HEALTH -1 /// Delete mob upon death #define DEL_ON_DEATH (1<<0) /// Rotate mob 180 degrees while it is dead #define FLIP_ON_DEATH (1<<1) /// Mob remains dense while dead #define REMAIN_DENSE_WHILE_DEAD (1<<2) /// Mob can be set on fire #define FLAMMABLE_MOB (1<<3) /// Mob never takes damage from unarmed attacks #define IMMUNE_TO_FISTS (1<<4) /// Mob is immune to getting wet #define IMMUNE_TO_GETTING_WET (1<<5) /// Disables the function of attacking random body zones #define PRECISE_ATTACK_ZONES (1<<6) /// People would be sad to see this mob die #define SENDS_DEATH_MOODLETS (1<<7) /// Temporary trait applied when an attack forecast animation has completed #define TRAIT_BASIC_ATTACK_FORECAST "trait_basic_attack_forecast" #define INTERACTION_BASIC_ATTACK_FORCEAST "interaction_basic_attack_forecast" /// Above this speed we stop gliding because it looks silly #define END_GLIDE_SPEED 10 ///hunger cooldown for basic mobs #define EAT_FOOD_COOLDOWN 45 SECONDS ///mook attack status flags #define MOOK_ATTACK_NEUTRAL 0 #define MOOK_ATTACK_WARMUP 1 #define MOOK_ATTACK_ACTIVE 2 #define MOOK_ATTACK_STRIKE 3 /// Keeps track of how many gutlunches are born GLOBAL_VAR_INIT(gutlunch_count, 0) /// Pet customization settings saved for every client GLOBAL_LIST_EMPTY(customized_pets) // Raptor defines /// Raptor chick, tiny and very frail #define RAPTOR_BABY "baby" /// Raptor youngling, cannot be ridden and has reduced stats, but can hunt by itself just fine #define RAPTOR_YOUNG "young" /// Fully grown adult raptor #define RAPTOR_ADULT "adult" /// Innate raptor offsets #define RAPTOR_INNATE_SOURCE "raptor_innate" // Growth values /// How much does meal complexity affect our growth? #define RAPTOR_MEAL_COMPLEXITY_GROWTH_FACTOR 5 /// Base value for raptor growth from meat #define RAPTOR_GROWTH_BASE_MEAT 15 /// Base value for raptor growth from ash flora #define RAPTOR_GROWTH_BASE_PLANT 8 /// How much growth progress raptors need to accumulate to fully grow into an adult #define RAPTOR_GROWTH_REQUIRED 100 /// Minimum random growth value a baby raptor can gain per second #define RAPTOR_BABY_GROWTH_LOWER 0.8 /// Maximum random growth value a baby raptor can gain per second #define RAPTOR_BABY_GROWTH_UPPER 1.2 /// How long it takes for a raptor egg to grow up, in seconds #define RAPTOR_EGG_GROWTH_PROGRESS 100 /// How much happiness percentage affects our growth speed #define RAPTOR_GROWTH_HAPPINESS_MULTIPLIER 0.0075 // Full happiness increases growth rate by 75% /// Damage boost per happiness percent #define RAPTOR_HAPPINESS_DAMAGE_BOOST 0.05 // Raptor inheritance stats /// Maximum amount of traits a raptor can inherit #define RAPTOR_TRAIT_INHERIT_AMOUNT 2 /// Minimum modifier to base attack values a raptor can get #define RAPTOR_INHERIT_MIN_ATTACK -5 /// Maximum modifier to base attack values a raptor can get #define RAPTOR_INHERIT_MAX_ATTACK 5 /// Minimum modifier to the base health value a raptor can get #define RAPTOR_INHERIT_MIN_HEALTH -30 /// Maximum modifier to the base health value a raptor can get #define RAPTOR_INHERIT_MAX_HEALTH 30 /// Minimum modifier to base speed values a raptor can get #define RAPTOR_INHERIT_MIN_SPEED -0.66 /// Maximum modifier to base speed values a raptor can get #define RAPTOR_INHERIT_MAX_SPEED 0.66 /// Minimum modifier a raptor can get to their modifiers, such as ability effect and growth speed #define RAPTOR_INHERIT_MIN_MODIFIER -0.25 /// Maximum modifier a raptor can get to their modifiers, such as ability effect and growth speed #define RAPTOR_INHERIT_MAX_MODIFIER 0.25 /// Genetic drift for raptors, aka min/max value from the cap that stats can receive when breeding #define RAPTOR_GENETIC_DRIFT 0.2 /// This mob suffers depression #define BB_BASIC_DEPRESSED "basic_depressed" /// This mob will care for its young #define BB_RAPTOR_MOTHERLY "raptor_motherly" /// This mob will be playful around their owners #define BB_RAPTOR_PLAYFUL "raptor_playful" /// This mob will flee combat when it feels threatened #define BB_RAPTOR_COWARD "raptor_coward" /// Our raptor baby target we will take care of #define BB_RAPTOR_BABY "raptor_baby" /// The raptor we will heal up #define BB_INJURED_RAPTOR "injured_raptor" /// The cooldown for next time we eat #define BB_RAPTOR_EAT_COOLDOWN "raptor_eat_cooldown" /// Our trough target #define BB_RAPTOR_TROUGH_TARGET "raptor_trough_target" /// HP level at which we'll flee from attackers #define BB_RAPTOR_FLEE_THRESHOLD "raptor_flee_threshold" #define MAX_RAPTOR_POP 64 ///Return value for [/mob/living/basic/proc/early_melee_attack]. Using this value will make the attack continue as normal. #define BASIC_MOB_CONTINUE_ATTACK_CHAIN 0 ///Return value for [/mob/living/basic/proc/early_melee_attack]. Using this value will make the attack end, but not set a cooldown. This is the default. #define BASIC_MOB_END_ATTACK_CHAIN 1 ///Return value for [/mob/living/basic/proc/early_melee_attack]. Using this value will make the attack end, and sets a cooldown. Useful if you add behavior to early_melee_attack #define BASIC_MOB_END_ATTACK_CHAIN_COOLDOWN 2