/mob/living/basic/trooper icon = 'icons/mob/simple/simple_human.dmi' mob_biotypes = MOB_ORGANIC|MOB_HUMANOID sentience_type = SENTIENCE_HUMANOID maxHealth = 100 health = 100 basic_mob_flags = DEL_ON_DEATH speed = 1.1 melee_damage_lower = 10 melee_damage_upper = 10 attack_verb_continuous = "punches" attack_verb_simple = "punch" attack_sound = 'sound/items/weapons/punch1.ogg' melee_attack_cooldown = 1.2 SECONDS combat_mode = TRUE unsuitable_atmos_damage = 7.5 unsuitable_cold_damage = 7.5 unsuitable_heat_damage = 7.5 ai_controller = /datum/ai_controller/basic_controller/trooper /// Loot this mob drops on death. var/list/loot /// Corpse to spawn var/corpse = /obj/effect/mob_spawn/corpse/human /// Path of the mob spawner we base the mob's visuals off of. var/mob_spawner = /obj/effect/mob_spawn/corpse/human /// Path of the right hand held item we give to the mob's visuals. var/r_hand /// Path of the left hand held item we give to the mob's visuals. var/l_hand /mob/living/basic/trooper/Initialize(mapload) . = ..() apply_dynamic_human_appearance(src, mob_spawn_path = mob_spawner, r_hand = r_hand, l_hand = l_hand) if(LAZYLEN(loot) || corpse) LAZYOR(loot, corpse) loot = string_list(loot) AddElement(/datum/element/death_drops, loot) AddElement(/datum/element/footstep, footstep_type = FOOTSTEP_MOB_SHOE)