fleshmind 
The fleshmind base type, make sure all mobs are derived from this.
These mobs are more robust than your average simple mob and can quite easily evade capture.
Vars | |
| alert_cooldown_time | How long of a cooldown between alert sounds? |
|---|---|
| alert_sounds | A list of sounds we can play when our mob is alerted to an enemy. |
| attack_emote | Emotes while attacking |
| attack_speak | What it will say while attacking |
| contained_mob | If we have been converted from another mob, here is our reference. |
| default_actions | Default actions to give the mob |
| emotes | Used for passive emotes and sounds when the AI is idle. Attack emotes are handled with component/aggro_emote |
| endless_malfunction | Are we free from the core? |
| escapes_closets | Do we automatically escape closets? |
| malfunction_chance | How likely are we to trigger a malfunction? Set it to 0 to disable malfunctions. |
| our_controller | A link to our controller |
| previous_ckey | The ckey of our previously contained mob. |
| special_ability_cooldown_time | These mobs support a special ability, this is used to determine how often we can use it. |
| suffering_malfunction | Are we suffering from a malfunction? |
Procs | |
| Life | While this mob lives, it can malfunction. |
| alert_sound | Alert sound |
| attackby | We are robotic, so we spark when we're hit by something that does damage. |
| closet_interaction | Closet Interaction |
| controller_destroyed | When our controller dies, this is called. |
| core_death | Death cry |
| disposal_interaction | Disposal Interaction |
| emp_act | Naturally these beasts are sensitive to EMP's. We have custom systems for dealing with this. |
| malfunction | Malfunction |
| malfunction_reset | Malfunction Reset |
Var Details
alert_cooldown_time 
How long of a cooldown between alert sounds?
alert_sounds 
A list of sounds we can play when our mob is alerted to an enemy.
attack_emote 
Emotes while attacking
attack_speak 
What it will say while attacking
contained_mob 
If we have been converted from another mob, here is our reference.
default_actions 
Default actions to give the mob
emotes 
Used for passive emotes and sounds when the AI is idle. Attack emotes are handled with component/aggro_emote
endless_malfunction 
Are we free from the core?
escapes_closets 
Do we automatically escape closets?
malfunction_chance 
How likely are we to trigger a malfunction? Set it to 0 to disable malfunctions.
our_controller 
A link to our controller
previous_ckey 
The ckey of our previously contained mob.
special_ability_cooldown_time 
These mobs support a special ability, this is used to determine how often we can use it.
suffering_malfunction 
Are we suffering from a malfunction?
Proc Details
Life
While this mob lives, it can malfunction.
alert_sound
Alert sound
Sends an alert sound if we can.
attackby
We are robotic, so we spark when we're hit by something that does damage.
closet_interaction
Closet Interaction
These mobs are able to escape from closets if they are trapped inside using this system.
controller_destroyed
When our controller dies, this is called.
core_death
Death cry
When a processor core is killed, this proc is called.
disposal_interaction
Disposal Interaction
Similar to the closet interaction, these mobs can also escape disposals.
emp_act
Naturally these beasts are sensitive to EMP's. We have custom systems for dealing with this.
malfunction
Malfunction
Due to the fact this mob is part of the flesh and has been corrupted, it will occasionally malfunction.
This simply stops the mob from moving for a set amount of time and displays some nice effects, and a little damage.
malfunction_reset
Malfunction Reset
Resets the mob after a malfunction has occured.