mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-26 14:31:59 +01:00
Most common melee simple mobs now have AP + damage flags, hivebot buffs. (#13272)
This commit is contained in:
@@ -500,7 +500,7 @@
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/mob/living/carbon/human/proc/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)
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return
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/mob/living/carbon/human/attack_generic(var/mob/user, var/damage, var/attack_message)
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/mob/living/carbon/human/attack_generic(var/mob/user, var/damage, var/attack_message, var/armor_penetration, var/attack_flags)
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if(!damage)
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return
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@@ -516,7 +516,7 @@
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if(!dam_zone)
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dam_zone = pick(organs)
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var/obj/item/organ/external/affecting = get_organ(dam_zone)
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apply_damage(damage, BRUTE, affecting)
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apply_damage(damage, BRUTE, affecting, armor_pen = armor_penetration, damage_flags = attack_flags)
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updatehealth()
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return TRUE
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@@ -222,7 +222,7 @@
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// End BS12 momentum-transfer code.
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/mob/living/attack_generic(var/mob/user, var/damage, var/attack_message)
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/mob/living/attack_generic(var/mob/user, var/damage, var/attack_message, var/armor_penetration, var/attack_flags)
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if(!damage)
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return
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@@ -10,6 +10,7 @@
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response_harm = "viciously beaten"
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melee_damage_lower = 10
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melee_damage_upper = 10
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armor_penetration = 20
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attacktext = "rammed"
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organ_names = list("core", "production array", "sensor array")
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speed = 0
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@@ -9,6 +9,7 @@
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health_prefix = "harvester"
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melee_damage_lower = 25
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melee_damage_upper = 25
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armor_penetration = 60
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attacktext = "violently stabbed"
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organ_names = list("core", "harvesting array")
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speed = -1
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@@ -11,6 +11,7 @@
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harm_intent_damage = 0
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melee_damage_lower = 30
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melee_damage_upper = 30
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armor_penetration = 40
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attacktext = "smashed their armored gauntlet into"
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organ_names = list("core", "right arm", "left arm")
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mob_size = MOB_LARGE
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@@ -97,6 +97,7 @@
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melee_damage_lower = 15
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melee_damage_upper = 15
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armor_penetration = 20
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attacktext = "gored"
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attack_sound = 'sound/weapons/bite.ogg'
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@@ -26,6 +26,8 @@
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maxHealth = 80
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melee_damage_lower = 10
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melee_damage_upper = 18
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armor_penetration = 30 //Standard armor probably doesn't help against a bear, does it?
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attack_flags = DAM_EDGE|DAM_SHARP
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resist_mod = 4
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break_stuff_probability = 80
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mob_size = 17
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@@ -25,6 +25,8 @@
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harm_intent_damage = 4
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melee_damage_lower = 15
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melee_damage_upper = 15
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armor_penetration = 15
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attack_flags = DAM_EDGE
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attacktext = "bitten"
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attack_sound = 'sound/weapons/bite.ogg'
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@@ -33,6 +33,7 @@
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health = 200
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melee_damage_lower = 15
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melee_damage_upper = 20
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armor_penetration = 10
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resist_mod = 1.5
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heat_damage_per_tick = 20
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cold_damage_per_tick = 20
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@@ -61,6 +62,7 @@
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health = 40
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melee_damage_lower = 5
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melee_damage_upper = 10
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armor_penetration = 20
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poison_per_bite = 10
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var/atom/cocoon_target
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poison_type = /decl/reagent/soporific
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@@ -78,6 +80,7 @@
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health = 120
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melee_damage_lower = 10
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melee_damage_upper = 20
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armor_penetration = 15
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poison_per_bite = 5
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move_to_delay = 4
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@@ -91,6 +94,7 @@
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health = 100
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melee_damage_lower = 5
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melee_damage_upper = 10
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armor_penetration = 15
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poison_type = /decl/reagent/perconol // mildly beneficial for organics
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poison_per_bite = 2
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move_to_delay = 5
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@@ -9,6 +9,8 @@
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maxHealth = 15
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melee_damage_lower = 10
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melee_damage_upper = 10
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armor_penetration = 40
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attack_flags = DAM_SHARP|DAM_EDGE
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break_stuff_probability = 25
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attacktext = "slashed"
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projectilesound = 'sound/weapons/bladeslice.ogg'
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+3
-2
@@ -1,8 +1,8 @@
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/obj/item/projectile/beam/hivebot
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name = "electrical discharge"
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damage = 10
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damage = 20
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damage_type = BURN
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agony = 30
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agony = 20
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armor_penetration = 40
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muzzle_type = /obj/effect/projectile/muzzle/stun
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tracer_type = /obj/effect/projectile/tracer/stun
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@@ -18,6 +18,7 @@
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name = "archaic energy welder"
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damage_type = BURN
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damage = 20
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armor_penetration = 15
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incinerate = 5
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muzzle_type = /obj/effect/projectile/muzzle/laser/blue
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tracer_type = /obj/effect/projectile/tracer/laser/blue
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@@ -1,9 +1,11 @@
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/obj/item/projectile/bullet/pistol/hivebotspike
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name = "spike"
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damage = 10
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armor_penetration = 40
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sharp = 1
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embed = 0
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/obj/item/projectile/bullet/pistol/hivebotspike/needle
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name = "needle"
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damage = 5
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damage = 5
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armor_penetration = 60
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@@ -192,7 +192,7 @@ mob/living/simple_animal/hostile/hitby(atom/movable/AM as mob|obj,var/speed = TH
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var/atom/target
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if(isliving(target_mob))
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var/mob/living/L = target_mob
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L.attack_generic(src, rand(melee_damage_lower, melee_damage_upper), attacktext)
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L.attack_generic(src, rand(melee_damage_lower, melee_damage_upper), attacktext, armor_penetration, attack_flags)
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on_attack_mob(L)
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target = L
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else if(istype(target_mob, /obj/machinery/bot))
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@@ -12,6 +12,7 @@
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maxHealth = 50
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melee_damage_lower = 5
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melee_damage_upper = 8
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armor_penetration = 5
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attacktext = "sliced"
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faction = "silicon"
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min_oxy = 0
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@@ -27,6 +27,7 @@
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health = 1100
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melee_damage_lower = 35
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melee_damage_upper = 40
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armor_penetration = 30
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resist_mod = 15 // LOL good luck pal
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heat_damage_per_tick = 20
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cold_damage_per_tick = 20
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@@ -20,6 +20,7 @@
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harm_intent_damage = 5
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melee_damage_lower = 30
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melee_damage_upper = 30
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armor_penetration = 15
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resist_mod = 3
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mob_size = 15
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environment_smash = 2
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@@ -9,6 +9,7 @@
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maxHealth = 15
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melee_damage_lower = 10
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melee_damage_upper = 15
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armor_penetration = 20
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density = 0
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attacktext = "cut"
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attack_sound = 'sound/weapons/bladeslice.ogg'
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@@ -82,6 +82,8 @@
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//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
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var/melee_damage_lower = 0
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var/melee_damage_upper = 0
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var/armor_penetration = 0
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var/attack_flags = 0
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var/attacktext = "attacked"
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var/attack_sound = null
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var/friendly = "nuzzles"
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