diff --git a/modular_chomp/code/modules/mob/living/simple_mob/subtypes/humanoid/eclipse/eclipse.dm b/modular_chomp/code/modules/mob/living/simple_mob/subtypes/humanoid/eclipse/eclipse.dm index e371ab2105..3097e19d3f 100644 --- a/modular_chomp/code/modules/mob/living/simple_mob/subtypes/humanoid/eclipse/eclipse.dm +++ b/modular_chomp/code/modules/mob/living/simple_mob/subtypes/humanoid/eclipse/eclipse.dm @@ -104,8 +104,8 @@ name = "Solar Eclipse Initiate" desc = "You shouldn't be seeing this. But don't use lasers or energy weapons" - armor = list(melee = -20, bullet = -20, laser = 85, energy = 85, bomb = 50, bio = 100, rad = 100) //Solar members are nigh immune to burns. - armor_soak = list(melee = 0, bullet = 0, laser = 15, energy = 15, bomb = 0, bio = 0, rad = 0) + armor = list(melee = -50, bullet = -50, laser = 0, energy = 0, bomb = 50, bio = 100, rad = 100) //Solar members are nigh immune to burns. + armor_soak = list(melee = 0, bullet = 0, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0) /mob/living/simple_mob/humanoid/eclipse/solar/bullet_act(obj/item/projectile/P) if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)) @@ -271,8 +271,8 @@ name = "Lunar Eclipse Initiate" desc = "You shouldn't be seeing this, but don't use melee weapons or bullets." - armor = list(melee = 85, bullet = 85, laser = -20, energy = -20, bomb = 50, bio = 100, rad = 100) //Lunar members are nigh immune to burns. - armor_soak = list(melee = 15, bullet = 15, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) //15 because every melee weapon has dumb amount of AP + armor = list(melee = 0, bullet = 0, laser = -50, energy = -50, bomb = 50, bio = 100, rad = 100) //Lunar members are nigh immune to burns. + armor_soak = list(melee = 10, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) //15 because every melee weapon has dumb amount of AP /mob/living/simple_mob/humanoid/eclipse/lunar/bullet_act(obj/item/projectile/P) if(istype(P, /obj/item/projectile/bullet)) @@ -612,7 +612,7 @@ icon_living = "aeroblaster" reload_max = 1 - reload_time = 1.5 SECONDS + reload_time = 5.0 SECONDS ranged_attack_delay = 1.5 SECONDS hovering = TRUE @@ -649,7 +649,7 @@ /mob/living/simple_mob/humanoid/eclipse/lunar/aeroblaster/ranged_pre_animation(atom/A) - Beam(get_turf(A), icon_state = "sniper_beam", time = 1.5 SECONDS, maxdistance = 5) + Beam(get_turf(A), icon_state = "sniper_beam", time = 1.5 SECONDS, maxdistance = 15) . = ..() /mob/living/simple_mob/humanoid/eclipse/lunar/aeroblaster/shoot_target(atom/A) @@ -691,7 +691,7 @@ health = 30 maxHealth = 30 projectiletype = /obj/item/projectile/energy/excavate/weak - special_attack_cooldown = 50 SECONDS + special_attack_cooldown = 60 SECONDS special_attack_min_range = 4 special_attack_max_range = 7 icon_state = "miner" @@ -711,11 +711,10 @@ health = 30 maxHealth = 30 desc = "A somewhat see through being wearing a burn resistaint coat." - alpha = 180 melee_damage_lower = 20 melee_damage_upper = 20 attack_armor_pen = 30 - special_attack_cooldown = 5 SECONDS + special_attack_cooldown = 25 SECONDS special_attack_min_range = 1 special_attack_max_range = 7 projectiletype = null @@ -723,7 +722,7 @@ icon_state = "froststalker" icon_living = "froststalker" cold_resist = 1.0 - melee_attack_delay = 2.0 + melee_attack_delay = 2.5 /mob/living/simple_mob/humanoid/eclipse/solar/froststalker/do_special_attack(atom/A) // Teleport attack. @@ -754,7 +753,7 @@ var/datum/effect/effect/system/spark_spread/s1 = new /datum/effect/effect/system/smoke_spread/frost s1.set_up(5, 1, T) - var/datum/effect/effect/system/spark_spread/s2 = new /datum/effect/effect/system/smoke_spread/frost + var/datum/effect/effect/system/spark_spread/s2 = new /datum/effect/effect/system/smoke_spread s2.set_up(5, 1, target_turf) @@ -789,8 +788,6 @@ loot_list = list(/obj/item/weapon/gun/energy/freezegun = 100, ) - armor_soak = list(melee = 0, bullet = 0, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0) - /mob/living/simple_mob/humanoid/eclipse/solar/cryomancer/should_special_attack(atom/A) var/mob_count = 0 // Are there enough mobs to consider grenading? var/turf/T = get_turf(A)