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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>
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co-authored by
Matt Atlas
SleepyGemmy
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1d2871729f
commit
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@@ -37,6 +37,6 @@
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if(!..())
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return 0
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newVars = list("maxHealth" = 20 + spell_levels[Sp_POWER]*5, "health" = 20 + spell_levels[Sp_POWER]*5, "melee_damage_lower" = 10 + spell_levels[Sp_POWER], "melee_damage_upper" = 10 + spell_levels[Sp_POWER]*2)
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newVars = list("maxhealth" = 20 + spell_levels[Sp_POWER]*5, "health" = 20 + spell_levels[Sp_POWER]*5, "melee_damage_lower" = 10 + spell_levels[Sp_POWER], "melee_damage_upper" = 10 + spell_levels[Sp_POWER]*2)
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return "Your bats are now stronger."
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@@ -65,12 +65,12 @@
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M.status_flags |= GODMODE //dont want him to die or breathe or do ANYTHING
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spawn(duration)
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M.status_flags &= ~GODMODE //no more godmode.
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var/ratio = trans.health/trans.maxHealth
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var/ratio = trans.health/trans.maxhealth
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if(ratio <= 0) //if he dead dont bother transforming them.
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qdel(M)
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return
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if(share_damage)
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M.adjustBruteLoss(M.maxHealth - round(M.maxHealth*(trans.health/trans.maxHealth))) //basically I want the % hp to be the same afterwards
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M.adjustBruteLoss(M.maxhealth - round(M.maxhealth*(trans.health/trans.maxhealth))) //basically I want the % hp to be the same afterwards
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if(trans.mind)
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trans.mind.transfer_to(M)
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else
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