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

hostile

Vars

aggro_vision_rangeIf a mob is aggro, we search in this radius. Defaults to 9 to keep in line with original simple mob aggro radius
approaching_targetWe should dodge now
attack_all_objectsif true, equivalent to having a wanted_objects list containing ALL objects.
attack_sameSet us to TRUE to allow us to attack our own faction
casingtypeset ONLY it and NULLIFY projectiletype, if we have projectile IN CASING
check_friendly_fireShould the ranged mob check for friendlies when shooting
dodge_probProbability that we dodge
dodgingAre we dodging?
emote_tauntList of emotes this mob can do when it taunts
friendsList of mobs this mob is friendly towards
in_meleeWe should sidestep now
lose_patience_timeout30 seconds by default, so there's no major changes to AI behaviour, beyond actually bailing if stuck forever
lose_patience_timer_idid for a timer to call LoseTarget(), used to stop mobs fixating on a target they can't reach
melee_queue_distanceIf target is close enough start preparing to hit them if we have rapid_melee enabled
minimum_distanceMinimum approach distance, so ranged mobs chase targets down, but still keep their distance set in tiles to the target, set higher to make mobs keep distance
move_to_delaydelay for the automated movement.
projectilesoundSound our projectile makes when fired
projectiletypeset ONLY it and NULLIFY casingtype var, if we have ONLY projectile
rangedDoes this mob use ranged attacks?
ranged_cooldownWhat the current cooldown on ranged attacks is, generally world.time + ranged_cooldown_time
ranged_cooldown_timeHow long, in deciseconds, the cooldown of ranged attacks is
ranged_ignores_visionif it'll fire ranged attacks even if it lacks vision on its target, only works with environment smash
ranged_messageFluff text for ranged mobs
rapidHow many shots per volley.
rapid_fire_delayTime between rapid fire shots
rapid_meleeNumber of melee attacks between each npc pool tick. Spread evenly.
retreat_distanceIf our mob runs from players when they're too close, set in tile distance. By default, mobs do not retreat.
robust_searchingBy default, mobs have a simple searching method, set this to TRUE for the more scrutinous searching (stat_attack, stat_exclusive, etc), should be disabled on most mobs
search_objectsIf we want to consider objects when searching around, set this to 1. If you want to search for objects while also ignoring mobs until hurt, set it to 2. To completely ignore mobs, even when attacked, set it to 3
search_objects_regain_timeThe delay between being attacked and gaining our old search_objects value back
search_objects_timer_idTimer for regaining our old search_objects value after being attacked
sidestep_per_cycleHow many sidesteps per npcpool cycle when in melee
stat_attackMobs ignore mob/living targets with a stat lower than that of stat_attack. If set to DEAD, then they'll include corpses in their targets, if to HARD_CRIT they'll keep attacking until they kill, and so on.
stat_exclusiveMobs with this set to TRUE will exclusively attack things defined by stat_attack, stat_attack DEAD means they will only attack corpses
targetThe current target of our attacks, use GiveTarget and LoseTarget to set this var
targets_fromall range/attack/etc. calculations should be done from the atom this weakrefs, useful for Vehicles and such.
taunt_chanceProbability that the mob will taunt
vision_rangeHow big of an area to search for targets in, a vision of 9 attempts to find targets as soon as they walk into screen view
wanted_objectsA typecache of objects types that will be checked against to attack, should we have search_objects enabled

Procs

AICanContinueAI Status
ListTargetsHOSTILE MOB TARGETING AND AGGRESSION
deathEND HOSTILE MOB TARGETING AND AGGRESSION

Var Details

aggro_vision_range

If a mob is aggro, we search in this radius. Defaults to 9 to keep in line with original simple mob aggro radius

approaching_target

We should dodge now

attack_all_objects

if true, equivalent to having a wanted_objects list containing ALL objects.

attack_same

Set us to TRUE to allow us to attack our own faction

casingtype

set ONLY it and NULLIFY projectiletype, if we have projectile IN CASING

check_friendly_fire

Should the ranged mob check for friendlies when shooting

dodge_prob

Probability that we dodge

dodging

Are we dodging?

emote_taunt

List of emotes this mob can do when it taunts

friends

List of mobs this mob is friendly towards

in_melee

We should sidestep now

lose_patience_timeout

30 seconds by default, so there's no major changes to AI behaviour, beyond actually bailing if stuck forever

lose_patience_timer_id

id for a timer to call LoseTarget(), used to stop mobs fixating on a target they can't reach

melee_queue_distance

If target is close enough start preparing to hit them if we have rapid_melee enabled

minimum_distance

Minimum approach distance, so ranged mobs chase targets down, but still keep their distance set in tiles to the target, set higher to make mobs keep distance

move_to_delay

delay for the automated movement.

projectilesound

Sound our projectile makes when fired

projectiletype

set ONLY it and NULLIFY casingtype var, if we have ONLY projectile

ranged

Does this mob use ranged attacks?

ranged_cooldown

What the current cooldown on ranged attacks is, generally world.time + ranged_cooldown_time

ranged_cooldown_time

How long, in deciseconds, the cooldown of ranged attacks is

ranged_ignores_vision

if it'll fire ranged attacks even if it lacks vision on its target, only works with environment smash

ranged_message

Fluff text for ranged mobs

rapid

How many shots per volley.

rapid_fire_delay

Time between rapid fire shots

rapid_melee

Number of melee attacks between each npc pool tick. Spread evenly.

retreat_distance

If our mob runs from players when they're too close, set in tile distance. By default, mobs do not retreat.

robust_searching

By default, mobs have a simple searching method, set this to TRUE for the more scrutinous searching (stat_attack, stat_exclusive, etc), should be disabled on most mobs

search_objects

If we want to consider objects when searching around, set this to 1. If you want to search for objects while also ignoring mobs until hurt, set it to 2. To completely ignore mobs, even when attacked, set it to 3

search_objects_regain_time

The delay between being attacked and gaining our old search_objects value back

search_objects_timer_id

Timer for regaining our old search_objects value after being attacked

sidestep_per_cycle

How many sidesteps per npcpool cycle when in melee

stat_attack

Mobs ignore mob/living targets with a stat lower than that of stat_attack. If set to DEAD, then they'll include corpses in their targets, if to HARD_CRIT they'll keep attacking until they kill, and so on.

stat_exclusive

Mobs with this set to TRUE will exclusively attack things defined by stat_attack, stat_attack DEAD means they will only attack corpses

target

The current target of our attacks, use GiveTarget and LoseTarget to set this var

targets_from

all range/attack/etc. calculations should be done from the atom this weakrefs, useful for Vehicles and such.

taunt_chance

Probability that the mob will taunt

vision_range

How big of an area to search for targets in, a vision of 9 attempts to find targets as soon as they walk into screen view

wanted_objects

A typecache of objects types that will be checked against to attack, should we have search_objects enabled

Proc Details

AICanContinue

AI Status

ListTargets

HOSTILE MOB TARGETING AND AGGRESSION

death

END HOSTILE MOB TARGETING AND AGGRESSION