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Adjusts revenant possessed objects (#30007)
* Adjsuts revenant possessed objects * Update posessed_object.dm . Fat fingered a health value to be too nice. * Reduced health to 40
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@@ -191,8 +191,8 @@
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return possessed_item.throw_impact(hit_atom, throwingdatum)
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/mob/living/basic/possessed_object/revenant
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maxHealth = 100
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health = 100
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maxHealth = 40
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health = 40
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melee_attack_cooldown_min = 4 SECONDS
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melee_attack_cooldown_max = 5 SECONDS
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faction = list("revenant")
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@@ -200,6 +200,7 @@
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a_intent = INTENT_HARM
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escape_chance = 100
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revenant_possessed = TRUE
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ai_controller = /datum/ai_controller/basic_controller/revenant
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/mob/living/basic/possessed_object/revenant/Initialize(mapload)
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. = ..()
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@@ -207,3 +208,24 @@
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throwforce = min(possessed_item.throwforce + 5, 15) // Damage it should do? throwforce+5 or 15, whichever is lower
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melee_damage_lower = min(possessed_item.throwforce + 5, 15)
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melee_damage_upper = melee_damage_lower
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var/outline_size = min((throwforce / 15) * 3, 3)
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add_filter("haunt_glow", 2, list("type" = "outline", "color" = "#7A4FA9", "size" = outline_size)) // Give it spooky purple outline
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ADD_TRAIT(src, TRAIT_DODGE_ALL_OBJECTS, "Revenant")
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ai_controller.set_ai_status(AI_STATUS_OFF)
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addtimer(CALLBACK(src, PROC_REF(begin_poltergheist)), 1 SECONDS, TIMER_UNIQUE) // Short warm-up for floaty ambience
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/mob/living/basic/possessed_object/revenant/proc/begin_poltergheist()
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ai_controller.set_ai_status(AI_STATUS_ON)
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/datum/ai_controller/basic_controller/revenant
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
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)
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ai_movement = /datum/ai_movement/jps
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idle_behavior = null
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planning_subtrees = list(
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/attack_obstacle_in_path,
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/datum/ai_planning_subtree/swirl_around_target,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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)
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