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## About The Pull Request after my PR removing most self-registering attack signals, raptors would sometimes break their troughs after interacting with it, this fixes that. Also, removes the troublesome trait from raptors. raptors with this trait would go out and harm other raptors everyonce in a while, but ive discovered that this can be annoying to deal with when you have many of them, so ive removed it and im going to replace it with something less annoying in the future. Also you can now give your raptors pet collars, effectively allowing u to rename them ## Why It's Good For The Game fixes raptors breaking their trough and provides some QOL to raptor ranching ## Changelog 🆑 fix: raptors no longer break their trough upon interacting with it balance: removed the troublesome trait from raptors, they now wont go out to attack their colleagues. add: you can now give pet collars to ur raptors to rename them /🆑
73 lines
2.2 KiB
Plaintext
73 lines
2.2 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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///hunger cooldown for basic mobs
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#define EAT_FOOD_COOLDOWN 45 SECONDS
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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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///Pet customization settings saved for every client
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GLOBAL_LIST_EMPTY(customized_pets)
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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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///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 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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