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## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog 🆑 add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /🆑
73 lines
2.3 KiB
Plaintext
73 lines
2.3 KiB
Plaintext
#define BASIC_MOB_MAX_STAMINALOSS 200
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///Basic mob flags
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/// Delete mob upon death
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#define DEL_ON_DEATH (1<<0)
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/// Rotate mob 180 degrees while it is dead
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#define FLIP_ON_DEATH (1<<1)
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/// Mob remains dense while dead
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#define REMAIN_DENSE_WHILE_DEAD (1<<2)
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/// Mob can be set on fire
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#define FLAMMABLE_MOB (1<<3)
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/// Mob never takes damage from unarmed attacks
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#define IMMUNE_TO_FISTS (1<<4)
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/// Mob is immune to getting wet
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#define IMMUNE_TO_GETTING_WET (1<<5)
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/// Disables the function of attacking random body zones
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#define PRECISE_ATTACK_ZONES (1<<6)
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/// Temporary trait applied when an attack forecast animation has completed
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#define TRAIT_BASIC_ATTACK_FORECAST "trait_basic_attack_forecast"
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#define INTERACTION_BASIC_ATTACK_FORCEAST "interaction_basic_attack_forecast"
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/// Above this speed we stop gliding because it looks silly
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#define END_GLIDE_SPEED 10
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///mook attack status flags
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#define MOOK_ATTACK_NEUTRAL 0
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#define MOOK_ATTACK_WARMUP 1
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#define MOOK_ATTACK_ACTIVE 2
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#define MOOK_ATTACK_STRIKE 3
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///keeps track of how many gutlunches are born
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GLOBAL_VAR_INIT(gutlunch_count, 0)
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//raptor defines
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#define RAPTOR_RED "Red"
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#define RAPTOR_GREEN "Green"
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#define RAPTOR_PURPLE "Purple"
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#define RAPTOR_WHITE "White"
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#define RAPTOR_YELLOW "Yellow"
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#define RAPTOR_BLACK "Black"
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#define RAPTOR_BLUE "Blue"
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#define RAPTOR_INHERIT_MAX_ATTACK 5
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#define RAPTOR_INHERIT_MAX_HEALTH 30
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///this mob suffers depression
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#define BB_BASIC_DEPRESSED "basic_depressed"
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///this mob will care for its young
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#define BB_RAPTOR_MOTHERLY "raptor_motherly"
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///this mob will be playful around their owners
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#define BB_RAPTOR_PLAYFUL "raptor_playful"
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///this mob will flee combat when it feels threatened
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#define BB_RAPTOR_COWARD "raptor_coward"
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///this mob will go out seeking trouble against its kind
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#define BB_RAPTOR_TROUBLE_MAKER "raptor_trouble_maker"
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///cooldown till we go out cause trouble again
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#define BB_RAPTOR_TROUBLE_COOLDOWN "raptor_trouble_maker_cooldown"
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///our raptor baby target we will take care of
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#define BB_RAPTOR_BABY "raptor_baby"
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///the raptor we will heal up
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#define BB_INJURED_RAPTOR "injured_raptor"
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///the raptor we will bully
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#define BB_RAPTOR_VICTIM "raptor_victim"
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///the cooldown for next time we eat
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#define BB_RAPTOR_EAT_COOLDOWN "raptor_eat_cooldown"
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///our trough target
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#define BB_RAPTOR_TROUGH_TARGET "raptor_trough_target"
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#define MAX_RAPTOR_POP 64
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