/tg/ Station 13 - Modules - TypesVar Details - Proc Details

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_timeHow long of a cooldown between alert sounds?
alert_soundsA list of sounds we can play when our mob is alerted to an enemy.
attack_emoteEmotes while attacking
attack_speakWhat it will say while attacking
contained_mobIf we have been converted from another mob, here is our reference.
default_actionsDefault actions to give the mob
emotesUsed for passive emotes and sounds when the AI is idle. Attack emotes are handled with component/aggro_emote
endless_malfunctionAre we free from the core?
escapes_closetsDo we automatically escape closets?
malfunction_chanceHow likely are we to trigger a malfunction? Set it to 0 to disable malfunctions.
our_controllerA link to our controller
previous_ckeyThe ckey of our previously contained mob.
special_ability_cooldown_timeThese mobs support a special ability, this is used to determine how often we can use it.
suffering_malfunctionAre we suffering from a malfunction?

Procs

LifeWhile this mob lives, it can malfunction.
alert_soundAlert sound
attackbyWe are robotic, so we spark when we're hit by something that does damage.
closet_interactionCloset Interaction
controller_destroyedWhen our controller dies, this is called.
core_deathDeath cry
disposal_interactionDisposal Interaction
emp_actNaturally these beasts are sensitive to EMP's. We have custom systems for dealing with this.
malfunctionMalfunction
malfunction_resetMalfunction 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.