Misc Fixes update:

* Carp stun rate reduced from 20% to 5%
* Elite Carp stun rate reduced from 100% to 40%
* Elite Carp spawn rate (during carp even) reduced from 5% to 1% (since even one will fuck shit up).
* Carp will attack robots if attacked first.
* Sec bots now react properly to pulse weaponry.
* Mulebot now doesn't throw out run-time errors when shot while it isn't carrying anything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@664 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
morikou@gmail.com
2010-12-19 01:16:26 +00:00
parent 9656ef5738
commit 5d59ca4397
5 changed files with 25 additions and 27 deletions
+1 -1
View File
@@ -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)
+9 -10
View File
@@ -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()
+1 -1
View File
@@ -170,7 +170,7 @@
return
bullet_act()
if(prob(50))
if(prob(50) && !isnull(load))
load.bullet_act()
unload(0)
if(prob(25))
+9 -10
View File
@@ -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()
+5 -5
View File
@@ -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