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Adds small delay to simple_animal attack logic, and gives their attacks a miss probability.
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@@ -105,6 +105,7 @@
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var/friendly = "nuzzles" // What mobs do to people when they aren't really hostile
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var/attack_sound = null // Sound to play when I attack
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var/environment_smash = 0 // How much environment damage do I do when I hit stuff?
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var/melee_miss_chance = 40 // percent chance to miss a melee attack.
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//Special attacks
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var/spattack_prob = 0 // Chance of the mob doing a special attack (0 for never)
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@@ -1117,9 +1118,18 @@
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/mob/living/simple_animal/proc/PunchTarget()
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if(!Adjacent(target_mob))
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return
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sleep(rand(8) + 8)
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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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if(prob(melee_miss_chance))
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src.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [L.name] ([L.ckey])</font>")
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L.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [src.name] ([src.ckey])</font>")
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src.visible_message("<span class='danger'>[src] misses [L]!</span>")
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src.do_attack_animation(src)
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return L
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else
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L.attack_generic(src,rand(melee_damage_lower,melee_damage_upper),attacktext)
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return L
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if(istype(target_mob,/obj/mecha))
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var/obj/mecha/M = target_mob
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