Melee behaviour added

This commit is contained in:
Sharkmare
2019-02-28 13:43:39 +01:00
committed by GitHub
parent 6127c17030
commit e384000454
@@ -35,10 +35,6 @@
tt_desc = "Packun Flower"
maxHealth = 100
health = 100
harm_intent_damage = 1
melee_damage_upper = 1
melee_damage_lower = 1
attacktext = list("chomped","bit","hompfed","crunched","cronched")
meat_type = null
//Vore stuff
@@ -92,5 +88,20 @@
var/projectiletype // The projectiles I shoot
var/projectilesound // The sound I make when I do it
var/casingtype // What to make the hugely laggy casings pile out of*/
//Melee behaviour
melee_damage_lower = 1 // Lower bound of randomized melee damage
melee_damage_upper = 5 // Upper bound of randomized melee damage
attacktext = list("chomped","bit","hompfed","crunched","cronched") // "You are [attacktext] by the mob!"
friendly = list("nuzzles") // "The mob [friendly] the person."
//attack_sound = null // Sound to play when I attack
environment_smash = 0 // How much environment damage do I do when I hit stuff?
melee_miss_chance = 1 // percent chance to miss a melee attack.
melee_attack_minDelay = 5 // How long between attacks at least
melee_attack_maxDelay = 20 // How long between attacks at most
attack_armor_type = "melee" // What armor does this check?
attack_armor_pen = 100 // How much armor pen this attack has.
attack_sharp = 1 // Is the attack sharp?
attack_edge = 0 // Does the attack have an edge?
//When I stop being lazy I'll give this its own file -Shark