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[WIP] Weep larva
Mob based on synx, grows and evolves.
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@@ -20,6 +20,7 @@
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var/transformed = FALSE
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var/memorysize = 50 //Var for how many messages synxes remember if they know speechcode
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var/list/voices = list()
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var/forcefeedchance = 20
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faction = "Synx"
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intelligence_level = SA_ANIMAL
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@@ -257,7 +258,7 @@ mob/living/simple_animal/synx/PunchTarget()
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if(.) // If we succeeded in hitting.
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if(isliving(A))
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var/mob/living/L = A
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if(prob(20))//Forcefeeding code
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if(prob(forcefeedchance))//Forcefeeding code
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L.Weaken(5)
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stop_automated_movement = 1
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src.feed_self_to_grabbed(src,L)
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@@ -550,3 +551,76 @@ mob/living/simple_animal/synx/PunchTarget()
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else return pick(prob(50);/mob/living/simple_animal/retaliate/synx/pet/greed,
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prob(50);/mob/living/simple_animal/retaliate/synx/pet/diablo,
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prob(50);/mob/living/simple_animal/retaliate/synx/pet/holo,)
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////////////////////////////////////////////////////////////////////////////
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//////////////////////////NOT A SYNX///////but looks kinda like one/////////
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////////////////////////////////////////////////////////////////////////////
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//So we got base synxes pretty much done, how about some special variants
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/mob/living/simple_animal/retaliate/synx/pet/weepinggamblers
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name = "Synx?"
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desc = "A cold blooded, genderless, parasitic eel? Is it crying?"
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tt_desc = "Synxus?"
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forcefeedchance = 99 //You have a stomach? yeah they go in.
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poison_per_bite = 0 //no poison
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hostile = 1
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faction = "synx?"
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melee_damage_lower = 1
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melee_damage_upper = 1
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environment_smash = 1
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destroy_surroundings = 1
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/mob/living/simple_animal/retaliate/synx/pet/weepinggamblers/New()
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..()
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faction = rand(1,5)
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switch(faction)
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if(1 to 2) voices |= "Unidentifiable Weeping"
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name = "Weeper"
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melee_damage_upper = 4
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if(3) voices |= "Radio Static"
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name = "Whistler"
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melee_damage_upper = 20
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if(4 to 5) voices |= "Unidentifiable Wailing"
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name= "Wailer"
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melee_damage_upper = 10
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speak |= "No one"
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voices -= "Garbled voice"
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voices -= "Unidentifiable Voice"
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speak -= "Who is there?"
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speak -= "What is that thing?!"
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/mob/living/simple_animal/retaliate/synx/pet/weepinggamblers/proc/MoveToTarget()
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var/mob/living/speaker
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if(target_mob)
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speaker = target_mob
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speak |= speaker.GetVoice()
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..()
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/mob/living/simple_animal/retaliate/synx/pet/weepinggamblers/Life()
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..()
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if(prob(1) && faction <= 5)
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handlemutations(rand(1,5))
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/mob/living/simple_animal/retaliate/synx/pet/weepinggamblers/proc/handlemutations(faction)
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switch(faction)
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if(1 to 2 || 11 to 12)
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voices = ["Unidentifiable Weeping"]
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name = "Weeper"
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melee_damage_upper = 4
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if(3 || 13)
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voices = ["Radio Static"]
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name = "Whistler"
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melee_damage_upper = 20
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if(4 to 5 || 14 to 15)
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voices = ["Unidentifiable Wailing"]
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name= "Wailer"
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melee_damage_upper = 10
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if(6 to 10 || 16 to 20)
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voices = ["Breathing"]
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name= "Silent"
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//WEEPING END
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