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Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY As per title. The goal is to add health to most objects in the game and thus allow them to be dynamically destructible, while also avoiding shitcode like each structure having its own snowflake health update proc. --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
This commit is contained in:
co-authored by
Matt Atlas
SleepyGemmy
parent
1d2871729f
commit
d5931c5ffe
+33
-34
@@ -12,8 +12,8 @@
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layer = BLOB_SHIELD_LAYER
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var/maxHealth = 30
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var/health
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maxhealth = 30
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var/regen_rate = 5
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/// Damage gets divided by these modifiers, based on damage type
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@@ -40,7 +40,6 @@
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/obj/effect/blob/Initialize()
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. = ..()
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health = maxHealth
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update_icon()
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START_PROCESSING(SSprocessing, src)
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@@ -54,37 +53,37 @@
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/obj/effect/blob/ex_act(var/severity)
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switch(severity)
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if(1)
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take_damage(rand(100, 120) / brute_resist)
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add_damage(rand(100, 120) / brute_resist)
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if(2)
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take_damage(rand(60, 100) / brute_resist)
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add_damage(rand(60, 100) / brute_resist)
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if(3)
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take_damage(rand(20, 60) / brute_resist)
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add_damage(rand(20, 60) / brute_resist)
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/obj/effect/blob/update_icon()
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if(health > maxHealth / 2)
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if(health > maxhealth / 2)
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icon_state = "blob"
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else
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icon_state = "blob_damaged"
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/obj/effect/blob/process()
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if(!parent_core || QDELETED(parent_core))
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take_damage(maxHealth / 4) // four processes to die if main core is deddo
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add_damage(maxhealth / 4) // four processes to die if main core is deddo
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return
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regen()
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if(world.time < (attack_time + attack_cooldown))
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return
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attempt_attack()
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/obj/effect/blob/proc/take_damage(var/damage)
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health -= damage
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if(health < 0)
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playsound(get_turf(src), 'sound/effects/splat.ogg', 50, TRUE)
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qdel(src)
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else
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update_icon()
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/obj/effect/blob/add_damage(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
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. = ..()
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update_icon()
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/obj/effect/blob/on_death(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
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playsound(get_turf(src), 'sound/effects/splat.ogg', 50, TRUE)
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. = ..()
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/obj/effect/blob/proc/regen()
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health = min(health + regen_rate, maxHealth)
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health = min(health + regen_rate, maxhealth)
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update_icon()
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/obj/effect/blob/proc/expand(var/turf/T)
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@@ -92,11 +91,11 @@
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return
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if(istype(T, /turf/simulated/wall))
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var/turf/simulated/wall/SW = T
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SW.take_damage(80)
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SW.add_damage(80)
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return
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var/obj/structure/girder/G = locate() in T
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if(G)
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G.take_damage(rand(40, 80))
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G.add_damage(rand(40, 80))
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return
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var/obj/structure/window/W = locate() in T
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if(W)
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@@ -108,7 +107,7 @@
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return
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var/obj/structure/tank_wall/TW = locate() in T
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if(TW)
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TW.take_damage(rand(5,20))
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TW.add_damage(rand(5,20))
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return
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for(var/obj/machinery/door/D in T) // There can be several - and some of them can be open, locate() is not suitable
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if(D.density)
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@@ -139,7 +138,7 @@
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return
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var/obj/machinery/camera/CA = locate() in T
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if(CA && !(CA.stat & BROKEN))
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CA.take_damage(30)
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CA.add_damage(30)
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return
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// Above things, we destroy completely and thus can use locate. Mobs are different.
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@@ -180,7 +179,7 @@
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if(!D)
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return
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attack_msg(D)
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D.take_damage(rand(damage_min, damage_max))
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D.add_damage(rand(damage_min, damage_max))
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/obj/effect/blob/proc/attack_living(var/mob/living/L)
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if(!L)
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@@ -207,9 +206,9 @@
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switch(hitting_projectile.damage_type)
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if(DAMAGE_BRUTE)
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take_damage(hitting_projectile.damage / brute_resist)
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add_damage(hitting_projectile.damage / brute_resist)
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if(DAMAGE_BURN)
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take_damage((hitting_projectile.damage / laser_resist) / fire_resist)
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add_damage((hitting_projectile.damage / laser_resist) / fire_resist)
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/obj/effect/blob/attackby(obj/item/attacking_item, mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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@@ -235,12 +234,12 @@
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if(DAMAGE_BRUTE)
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damage = (attacking_item.force / brute_resist)
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take_damage(damage)
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add_damage(damage)
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/obj/effect/blob/fire_act(exposed_temperature, exposed_volume)
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. = ..()
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take_damage(rand(5, 20) / fire_resist)
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add_damage(rand(5, 20) / fire_resist)
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#define CORE_SHIELD_HIGH "high"
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#define CORE_SHIELD_LOW "low"
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@@ -249,7 +248,7 @@
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name = "master nucleus"
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desc = "A massive, fragile nucleus guarded by a shield of thick tendrils."
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icon_state = "blob_core"
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maxHealth = 450
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maxhealth = 450
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damage_min = 25
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damage_max = 35
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expandType = /obj/effect/blob/shield
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@@ -265,7 +264,7 @@
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var/times_to_pulse = 4
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/obj/effect/blob/core/proc/get_health_percent()
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return ((health / maxHealth) * 100)
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return ((health / maxhealth) * 100)
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/obj/effect/blob/core/proc/process_core_health()
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var/health_percent = get_health_percent()
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@@ -313,7 +312,7 @@
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name = "auxiliary nucleus"
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desc = "An interwoven mass of tendrils. A glowing nucleus pulses at its center."
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icon_state = "blob_node"
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maxHealth = 125
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maxhealth = 125
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regen_rate = 1
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damage_min = 15
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damage_max = 20
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@@ -324,7 +323,7 @@
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/obj/effect/blob/core/secondary/process()
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if(!parent_core || QDELETED(parent_core))
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take_damage(maxHealth / 4) // four processes to die if main core is deddo
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add_damage(maxhealth / 4) // four processes to die if main core is deddo
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return
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..()
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@@ -332,13 +331,13 @@
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return
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/obj/effect/blob/core/secondary/update_icon()
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icon_state = (health / maxHealth >= 0.5) ? "blob_node" : "blob_factory"
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icon_state = (health / maxhealth >= 0.5) ? "blob_node" : "blob_factory"
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/obj/effect/blob/shield
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name = "shielding mass"
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desc = "A pulsating mass of interwoven tendrils. These seem particularly robust, but not quite as active."
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icon_state = "blob_idle"
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maxHealth = 120
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maxhealth = 120
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damage_min = 15
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damage_max = 25
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attack_cooldown = 45
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@@ -357,9 +356,9 @@
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return ..()
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/obj/effect/blob/shield/update_icon()
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if(health > maxHealth * 2 / 3)
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if(health > maxhealth * 2 / 3)
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icon_state = "blob_idle"
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else if(health > maxHealth / 3)
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else if(health > maxhealth / 3)
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icon_state = "blob"
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else
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icon_state = "blob_damaged"
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@@ -372,7 +371,7 @@
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/obj/effect/blob/ravaging
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name = "ravaging mass"
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desc = "A mass of interwoven tendrils. They thrash around haphazardly at anything in reach."
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maxHealth = 20
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maxhealth = 20
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damage_min = 20
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damage_max = 25
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attack_cooldown = 30
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