diff --git a/code/modules/mob/living/simple_animal/animals/giant_spider_vr.dm b/code/modules/mob/living/simple_animal/animals/giant_spider_vr.dm new file mode 100644 index 0000000000..50d653f63e --- /dev/null +++ b/code/modules/mob/living/simple_animal/animals/giant_spider_vr.dm @@ -0,0 +1,23 @@ +// Slightly placeholder, mostly to replace ion hivebots on V4 +/mob/living/simple_animal/hostile/giant_spider/ion + desc = "Furry and green, it makes you shudder to look at it. This one has brilliant green eyes and a hint of static discharge." + tt_desc = "X Brachypelma phorus ionus" + icon_state = "webslinger" + icon_living = "webslinger" + icon_dead = "webslinger_dead" + + maxHealth = 90 + health = 90 + + melee_damage_lower = 8 + melee_damage_upper = 15 + + ranged = 1 + projectilesound = 'sound/weapons/taser2.ogg' + projectiletype = /obj/item/projectile/ion/small + firing_lines = 1 + cooperative = 1 + + poison_chance = 15 + poison_per_bite = 2 + poison_type = "psilocybin" diff --git a/code/modules/vore/fluffstuff/custom_guns_vr.dm b/code/modules/vore/fluffstuff/custom_guns_vr.dm index d9ad9f3d0c..420499f72a 100644 --- a/code/modules/vore/fluffstuff/custom_guns_vr.dm +++ b/code/modules/vore/fluffstuff/custom_guns_vr.dm @@ -744,8 +744,8 @@ projectile_type = /obj/item/projectile/beam firemodes = list( - list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 300), - list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60), + list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 600), + list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 120), ) /obj/item/weapon/gun/energy/frontier/unload_ammo(var/mob/user) diff --git a/maps/tether/submaps/beach/_beach.dm b/maps/tether/submaps/beach/_beach.dm index 321716e3ad..951e7cd259 100644 --- a/maps/tether/submaps/beach/_beach.dm +++ b/maps/tether/submaps/beach/_beach.dm @@ -95,8 +95,9 @@ prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies) guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports)) mobs_to_pick_from = list( - /mob/living/simple_animal/hostile/giant_snake = 3, //Snakes are 3x more likely to spawn than, - /mob/living/simple_animal/hostile/frog = 1 //these frogs are, with these values + /mob/living/simple_animal/snake + // /mob/living/simple_animal/hostile/giant_snake = 3, //Snakes are 3x more likely to spawn than, + // /mob/living/simple_animal/hostile/frog = 1 //these frogs are, with these values ) /obj/tether_away_spawner/beach_outside_friendly @@ -115,12 +116,14 @@ faction = "beach_cave" atmos_comp = TRUE prob_spawn = 100 - prob_fall = 10 + prob_fall = 40 guard = 20 mobs_to_pick_from = list( - /mob/living/simple_animal/hostile/deathclaw, - /mob/living/simple_animal/hostile/frog, - /mob/living/simple_animal/hostile/hivebot/range/ion + /mob/living/simple_animal/hostile/giant_snake = 1, + /mob/living/simple_animal/hostile/deathclaw = 1, + /mob/living/simple_animal/hostile/frog = 3, + /mob/living/simple_animal/hostile/giant_spider = 3, + /mob/living/simple_animal/hostile/giant_spider/ion = 2 ) // These are step-teleporters, for map edge transitions