///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) /// 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 #define RAPTOR_RED "Red" #define RAPTOR_GREEN "Green" #define RAPTOR_PURPLE "Purple" #define RAPTOR_WHITE "White" #define RAPTOR_YELLOW "Yellow" #define RAPTOR_BLACK "Black" #define RAPTOR_BLUE "Blue" #define RAPTOR_INHERIT_MAX_ATTACK 5 #define RAPTOR_INHERIT_MAX_HEALTH 30 ///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" #define MAX_RAPTOR_POP 64