/mob/living/basic/pet/sloth name = "sloth" desc = "An adorable, sleepy creature." icon_state = "sloth" icon_living = "sloth" icon_dead = "sloth_dead" gender = MALE speak_emote = list("yawns") faction = list("neutral", "jungle") butcher_results = list(/obj/item/food/meat = 3) response_help_continuous = "pets" response_help_simple = "pet" response_disarm_continuous = "gently pushes aside" response_disarm_simple = "gently push aside" response_harm_continuous = "kicks" response_harm_simple = "kick" ai_controller = /datum/ai_controller/basic_controller/sloth gold_core_spawnable = FRIENDLY_SPAWN melee_damage_upper = 5 health = 50 maxHealth = 50 speed = 2 step_type = FOOTSTEP_MOB_CLAW /mob/living/basic/pet/sloth/Initialize(mapload) . = ..() AddElement(/datum/element/wears_collar) AddElement(/datum/element/ai_retaliate) //IAA Sloth /mob/living/basic/pet/sloth/paperwork name = "Paperwork" desc = "Internal Affairs' pet sloth. About as useful as the rest of the agents." gold_core_spawnable = NO_SPAWN /datum/ai_controller/basic_controller/sloth blackboard = list( BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic, BB_FLEE_TARGETING_STRATEGY = /datum/targeting_strategy/basic, ) ai_traits = AI_FLAG_STOP_MOVING_WHEN_PULLED ai_movement = /datum/ai_movement/basic_avoidance idle_behavior = /datum/idle_behavior/idle_random_walk planning_subtrees = list( /datum/ai_planning_subtree/target_retaliate/to_flee, /datum/ai_planning_subtree/flee_target/from_flee_key, /datum/ai_planning_subtree/random_speech/sloth, ) /datum/ai_planning_subtree/random_speech/sloth speech_chance = 1 speak = list("Ahhhh") emote_hear = list("snores.", "yawns.") emote_see = list("dozes off.", "looks around sleepily.")