/tg/ Station 13 - Modules - TypesVar Details

Carp should flee

Gates the flee/panic-teleport block. A carp flees from its flee target if that target is a feared fisherman, or if it is otherwise allowed to flee (i.e. it's injured, which clears BB_BASIC_MOB_STOP_FLEEING).

Vars

target_keyBlackboard key holding the thing we'd run away from

Var Details

target_key

Blackboard key holding the thing we'd run away from