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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 03:55:05 +01:00
Simple animal balance fixes:
- Reduced the speed of most simple animals to 4, so now you can get away if you're fast and they don't shoot you - Added a mechanic that determines how likely a hostile animal is to smash in a window, and made this chance very low for carp - Simple animals will no longer attack people in crit
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@@ -13,7 +13,7 @@
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response_help = "pets the"
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response_disarm = "gently pushes aside the"
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response_harm = "hits the"
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speed = -1
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speed = 4
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maxHealth = 25
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health = 25
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@@ -34,6 +34,8 @@
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max_n2 = 0
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minbodytemp = 0
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break_stuff_probability = 2
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faction = "carp"
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/mob/living/simple_animal/hostile/carp/Process_Spacemove(var/check_drift = 0)
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@@ -13,3 +13,4 @@
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attacktext = "chomps"
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attack_sound = 'sound/weapons/bite.ogg'
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faction = "creature"
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speed = 4
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@@ -28,6 +28,7 @@
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 0
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speed = 4
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faction = "faithless"
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@@ -33,6 +33,7 @@
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var/busy = 0
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pass_flags = PASSTABLE
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move_to_delay = 6
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speed = 3
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//nursemaids - these create webs and eggs
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/mob/living/simple_animal/hostile/giant_spider/nurse
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@@ -26,6 +26,7 @@
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 0
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speed = 4
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/mob/living/simple_animal/hostile/hivebot/range
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name = "Hivebot"
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@@ -10,6 +10,7 @@
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var/casingtype
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var/move_to_delay = 2 //delay for the automated movement.
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var/list/friends = list()
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var/break_stuff_probability = 10
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stop_automated_movement_when_pulled = 0
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/mob/living/simple_animal/hostile/proc/FindTarget()
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@@ -170,7 +171,8 @@
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return
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/mob/living/simple_animal/hostile/proc/DestroySurroundings()
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for(var/dir in cardinal) // North, South, East, West
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var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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obstacle.attack_animal(src)
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if(prob(break_stuff_probability))
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for(var/dir in cardinal) // North, South, East, West
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var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir))
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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obstacle.attack_animal(src)
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@@ -13,7 +13,7 @@
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response_help = "touches the"
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response_disarm = "pushes the"
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response_harm = "hits the"
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speed = -1
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speed = 4
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maxHealth = 250
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health = 250
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@@ -9,7 +9,7 @@
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response_help = "pushes the"
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response_disarm = "shoves"
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response_harm = "hits the"
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speed = -1
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speed = 4
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stop_automated_movement_when_pulled = 0
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maxHealth = 100
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health = 100
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@@ -10,7 +10,7 @@
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response_help = "pokes the"
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response_disarm = "shoves the"
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response_harm = "hits the"
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speed = -1
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speed = 4
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stop_automated_movement_when_pulled = 0
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maxHealth = 100
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health = 100
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@@ -10,7 +10,7 @@
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response_help = "pokes the"
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response_disarm = "shoves the"
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response_harm = "hits the"
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speed = -1
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speed = 4
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stop_automated_movement_when_pulled = 0
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maxHealth = 100
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health = 100
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@@ -444,7 +444,7 @@
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/mob/living/simple_animal/proc/SA_attackable(target_mob)
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if (isliving(target_mob))
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var/mob/living/L = target_mob
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if(!L.stat)
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if(!L.stat || L.health <= 0)
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return (0)
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if (istype(target_mob,/obj/mecha))
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var/obj/mecha/M = target_mob
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