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- added bears, mice (cats will chase mice, mice squeak occasionally) - removed some unique simple_animals (ian and runtime will be the only ones for now) - structure improvements, tweaks and cleanup for simple_animals and critters - space carp should work fine now
32 lines
984 B
Plaintext
32 lines
984 B
Plaintext
//Look Sir, free crabs!
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/mob/living/simple_animal/crab
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name = "crab"
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desc = "A hard-shelled crustacean. Seems quite content to lounge around all the time."
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icon_state = "crab"
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icon_living = "crab"
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icon_dead = "crab_dead"
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speak_emote = list("clicks")
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emote_hear = list("clicks")
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emote_see = list("clacks")
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speak_chance = 1
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turns_per_move = 5
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
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response_help = "pets the"
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response_disarm = "gently pushes aside the"
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response_harm = "stomps the"
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stop_automated_movement = 1
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friendly = "pinches"
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var/obj/item/inventory_head
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var/obj/item/inventory_mask
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/mob/living/simple_animal/crab/Life()
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..()
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//CRAB movement
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if(!ckey && !stat)
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if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
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turns_since_move++
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if(turns_since_move >= turns_per_move)
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Move(get_step(src,pick(4,8)))
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turns_since_move = 0
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rebuild_appearance()
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