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## About The Pull Request before, if u wanted to make ur animal hunt for food, u had to give them the find food subtree, the attacking subtree, and had to edit their targeting stratedgy to include items. this makes it so u only have to give them just 1 subtree which will handle everything it needs to. also makes it alot more customizable, u can now set a hunger cooldown for ur animals, and cute emotes for them to play after eating food ## Why It's Good For The Game makes it more convenient for future devs to include food hunting behaviors to their animals, while also making it more customizable ## Changelog 🆑 code: animals' food hunting behavior has been refactored, please report any bugs /🆑
79 lines
2.5 KiB
Plaintext
79 lines
2.5 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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///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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