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Slight rewrite of grub code
Now tracks its own powerdraw. Also adding some previously hardcoded values onto the mob to be able to be dynamicly modified as well as redefined for subspecies
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@@ -17,7 +17,9 @@ List of things solar grubs should be able to do:
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icon_state = "solargrub"
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icon_living = "solargrub"
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icon_dead = "solargrub-dead"
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var/charge = null //CHOMPEDIT The amount of power we sucked off, in K as in THOUSANDS.
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faction = "grubs"
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maxHealth = 50 //grubs can take a lot of harm
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health = 50
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@@ -54,6 +56,10 @@ List of things solar grubs should be able to do:
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var/obj/structure/cable/attached // the attached cable
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var/emp_chance = 20 // Beware synths
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//VARS that were previously in LIFE but why tho, im porting all comments the original coder did too.
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var/apc_drain_rate = 750 //Going to see if grubs are better as a minimal bother. previous value : 4000
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var/powerdraw = 100000 // previous value 150000
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/mob/living/simple_animal/retaliate/solargrub/PunchTarget()
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if(target_mob&& prob(emp_chance))
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target_mob.emp_act(4) //The weakest strength of EMP
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@@ -77,8 +83,8 @@ List of things solar grubs should be able to do:
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sparks.start()
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anchored = 1
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PN = attached.powernet
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PN.draw_power(100000) // previous value 150000
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var/apc_drain_rate = 750 //Going to see if grubs are better as a minimal bother. previous value : 4000
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PN.draw_power(powerdraw)
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charge = charge + powerdraw/1000 //This adds raw powerdraw to charge(Charge is in Ks as in 1 = 1000)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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