diff --git a/code/game/gamemodes/events.dm b/code/game/gamemodes/events.dm index db74e660f20..6687d69890a 100644 --- a/code/game/gamemodes/events.dm +++ b/code/game/gamemodes/events.dm @@ -321,7 +321,7 @@ /proc/carp_migration() // -- Darem for(var/obj/landmark/C in world) if(C.name == "carpspawn") - if(prob(95)) + if(prob(99)) new /obj/livestock/spesscarp(C.loc) else new /obj/livestock/spesscarp/elite(C.loc) diff --git a/code/game/machinery/bots/ed209bot.dm b/code/game/machinery/bots/ed209bot.dm index 9157585dfcc..5087d609dc1 100644 --- a/code/game/machinery/bots/ed209bot.dm +++ b/code/game/machinery/bots/ed209bot.dm @@ -687,16 +687,15 @@ Auto Patrol: []"}, M:loc = T bullet_act(flag, A as obj) - if (flag == PROJECTILE_BULLET) - src.health -= 20 - - // else if (flag == PROJECTILE_WEAKBULLET || PROJECTILE_BEANBAG) //Detective's revolver fires marshmallows - // src.health -= 2 - - else if (flag == PROJECTILE_LASER) - src.health -= 10 - - + switch(flag) + if (PROJECTILE_BULLET) + src.health -= 20 + //if (PROJECTILE_WEAKBULLET || PROJECTILE_BEANBAG) //Detective's revolver fires marshmallows + // src.health -= 2 + if (PROJECTILE_LASER) + src.health -= 10 + if (PROJECTILE_PULSE) + src.health -=40 if (src.health <= 0) src.explode() diff --git a/code/game/machinery/bots/mulebot.dm b/code/game/machinery/bots/mulebot.dm index e7b0d8c05e4..62d711b3539 100644 --- a/code/game/machinery/bots/mulebot.dm +++ b/code/game/machinery/bots/mulebot.dm @@ -170,7 +170,7 @@ return bullet_act() - if(prob(50)) + if(prob(50) && !isnull(load)) load.bullet_act() unload(0) if(prob(25)) diff --git a/code/game/machinery/bots/secbot.dm b/code/game/machinery/bots/secbot.dm index 27500919c19..d9bff0bd01d 100644 --- a/code/game/machinery/bots/secbot.dm +++ b/code/game/machinery/bots/secbot.dm @@ -659,16 +659,15 @@ Auto Patrol: []"}, M:loc = T bullet_act(flag, A as obj) - if (flag == PROJECTILE_BULLET) - src.health -= 20 - - // else if (flag == PROJECTILE_WEAKBULLET || PROJECTILE_BEANBAG) //Detective's revolver fires marshmallows - // src.health -= 2 - - else if (flag == PROJECTILE_LASER) - src.health -= 10 - - + switch(flag) + if (PROJECTILE_BULLET) + src.health -= 20 + //if (PROJECTILE_WEAKBULLET || PROJECTILE_BEANBAG) //Detective's revolver fires marshmallows + // src.health -= 2 + if (PROJECTILE_LASER) + src.health -= 10 + if (PROJECTILE_PULSE) + src.health -=40 if (src.health <= 0) src.explode() diff --git a/code/game/objects/livestock.dm b/code/game/objects/livestock.dm index 4a3b008981b..9740d0a3897 100644 --- a/code/game/objects/livestock.dm +++ b/code/game/objects/livestock.dm @@ -67,7 +67,7 @@ if (src.health <= 0) src.death() else if (W.force) - if(src.aggressive && (ishuman(user) || ismonkey(user))) + if(src.aggressive && (ishuman(user) || ismonkey(user) || isrobot(user))) src.target = user src.state = 1 ..() @@ -206,7 +206,7 @@ target:bruteloss += strength special_attack() src.loc = target.loc - set_null() //Break off the attack for a sec. + set_null() step_towards(src,get_step_towards2(src , target)) // Move towards the target. else if( !path_target.len ) //Don't have a path yet but do have a target? @@ -227,7 +227,7 @@ else src.frustration-- //It reached the target! Get less angry. if(frustration >= patience) set_null() //If too angry? Fuck this shit. if(target) - spawn(3) + spawn(cycle_pause / 3) src.process() else spawn(cycle_pause) @@ -328,7 +328,7 @@ cycle_pause = 10 patience = 25 view_range = 8 - var/stun_chance = 20 // determines the prob of a stun + var/stun_chance = 5 // determines the prob of a stun special_attack() if (prob(stun_chance)) target:stunned = max(target:stunned, (strength / 2)) @@ -338,7 +338,7 @@ health = 50 maxhealth = 50 view_range = 14 - stun_chance = 100 + stun_chance = 40 intelligence = "Assistant" /obj/livestock/cow