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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
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@@ -67,7 +67,7 @@
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if (src.health <= 0)
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src.death()
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else if (W.force)
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if(src.aggressive && (ishuman(user) || ismonkey(user)))
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if(src.aggressive && (ishuman(user) || ismonkey(user) || isrobot(user)))
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src.target = user
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src.state = 1
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..()
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@@ -206,7 +206,7 @@
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target:bruteloss += strength
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special_attack()
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src.loc = target.loc
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set_null() //Break off the attack for a sec.
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set_null()
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step_towards(src,get_step_towards2(src , target)) // Move towards the target.
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else
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if( !path_target.len ) //Don't have a path yet but do have a target?
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@@ -227,7 +227,7 @@
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else src.frustration-- //It reached the target! Get less angry.
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if(frustration >= patience) set_null() //If too angry? Fuck this shit.
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if(target)
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spawn(3)
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spawn(cycle_pause / 3)
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src.process()
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else
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spawn(cycle_pause)
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@@ -328,7 +328,7 @@
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cycle_pause = 10
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patience = 25
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view_range = 8
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var/stun_chance = 20 // determines the prob of a stun
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var/stun_chance = 5 // determines the prob of a stun
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special_attack()
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if (prob(stun_chance))
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target:stunned = max(target:stunned, (strength / 2))
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@@ -338,7 +338,7 @@
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health = 50
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maxhealth = 50
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view_range = 14
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stun_chance = 100
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stun_chance = 40
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intelligence = "Assistant"
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/obj/livestock/cow
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