byond - Modules - TypesVar Details - Proc Details

giant lizard

Vars

acceptable_foodsA list of foods the mob is interested in eating.
aggression_valueIf 0, moves the mob out of attacking into idle state. Used to prevent the mob from chasing down targets that did not mean to hurt it.
bleed_ticksHow many times the mob is going bleed in the Life() proc.
calm_cooldownCooldown for when the mob calms down, so the mob doesn't start attacking immediately after calming down.
chance_to_restChance of the mob laying down/getting up.
emote_cooldownCooldown to stop generic emote spam.
food_cooldownCooldown dictating how long the mob will wait between eating food.
food_targetThe food object that the mob is trying to eat.
growl_messageCooldown for the growl emote.
is_eatingIs the mob currently eating the food_target?
is_ravagingAre we currently mauling a mob after pouncing them? Used to stop normal attacks on pounced targets.
is_retreatingIs the mob currently running away from a target?
pet_emotesEmotes to play when being pet by a friend.
pounce_callbacksCollision callbacks for the pounce proc.
pounce_cooldownCooldown for the pounce ability.
pounce_cooldown_lengthLength of the cooldown for pouncing.
retreat_attemptsHow many times have we attempted to retreat?
retreat_cooldownTied directly to retreat_attempts. If our retreat fail, then we will completely stop trying to retreat for the length of this cooldown.
sleep_overlayReference to the ZZzzz sleep overlay when resting.

Procs

MoveToProc for moving to targets. walk_to() doesn't check for resting and status effects so we will do it ourselves.
check_food_locProc for checking if someone picked our food target.
find_target_on_trait_lossProc for handling the AI post-status effect.
growlProc for growling.
handle_foodProc for when the mob finds food and starts DEVOURING it.
process_attack_handProc for handling attacking the lizard with a hand for BOTH XENOS AND HUMANS.
ravagingattackRavaging attack, used for when a mob gets pounced or is on the ground.
try_to_extinguishProc that forces the mob to disengage and try to extinguish itself. Will not be called if the mob is already retreating.

Var Details

acceptable_foods

A list of foods the mob is interested in eating.

aggression_value

If 0, moves the mob out of attacking into idle state. Used to prevent the mob from chasing down targets that did not mean to hurt it.

bleed_ticks

How many times the mob is going bleed in the Life() proc.

calm_cooldown

Cooldown for when the mob calms down, so the mob doesn't start attacking immediately after calming down.

chance_to_rest

Chance of the mob laying down/getting up.

emote_cooldown

Cooldown to stop generic emote spam.

food_cooldown

Cooldown dictating how long the mob will wait between eating food.

food_target

The food object that the mob is trying to eat.

growl_message

Cooldown for the growl emote.

is_eating

Is the mob currently eating the food_target?

is_ravaging

Are we currently mauling a mob after pouncing them? Used to stop normal attacks on pounced targets.

is_retreating

Is the mob currently running away from a target?

pet_emotes

Emotes to play when being pet by a friend.

pounce_callbacks

Collision callbacks for the pounce proc.

pounce_cooldown

Cooldown for the pounce ability.

pounce_cooldown_length

Length of the cooldown for pouncing.

retreat_attempts

How many times have we attempted to retreat?

retreat_cooldown

Tied directly to retreat_attempts. If our retreat fail, then we will completely stop trying to retreat for the length of this cooldown.

sleep_overlay

Reference to the ZZzzz sleep overlay when resting.

Proc Details

MoveTo

Proc for moving to targets. walk_to() doesn't check for resting and status effects so we will do it ourselves.

check_food_loc

Proc for checking if someone picked our food target.

find_target_on_trait_loss

Proc for handling the AI post-status effect.

growl

Proc for growling.

handle_food

Proc for when the mob finds food and starts DEVOURING it.

process_attack_hand

Proc for handling attacking the lizard with a hand for BOTH XENOS AND HUMANS.

ravagingattack

Ravaging attack, used for when a mob gets pounced or is on the ground.

try_to_extinguish

Proc that forces the mob to disengage and try to extinguish itself. Will not be called if the mob is already retreating.