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Be Smart about damage things.
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@@ -58,12 +58,23 @@
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melee_miss_chance = 0
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armor = list(
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"melee" = 30,
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"bullet" = 60,
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"laser" = 80,
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"energy" = 30,
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"bomb" = 30,
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"bio" = 100,
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"rad" = 100)
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resistance = 20
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see_invisible = SEE_INVISIBLE_NOLIGHTING
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sight = SEE_SELF|SEE_MOBS|SEE_OBJS|SEE_TURFS
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var/last_hit = 0
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var/cannot_be_seen = 1
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var/mob/living/creator = null
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var/drilled = FALSE
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// No movement while seen code.
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@@ -92,13 +103,13 @@
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else
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visible_message("<span class='warning'>[src] is too strong to be banished!</span>")
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Paralyse(rand(8,15))
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if(istype(O, /obj/item/weapon/pickaxe) || istype(O, /obj/item/weapon/pickaxe/plasmacutter) || (O.force >= 20 && O.damtype == BRUTE)) //Heavy objects or distinctly rock-breaking tools.
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..()
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/mob/living/simple_animal/hostile/statue/bullet_act(var/obj/item/projectile/Proj)
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if((Proj.damage_type == BRUTE && Proj.damage >= 10) || (Proj.damage_type == BURN && Proj.damage >= 50))
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..(Proj)
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return
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if(istype(O, /obj/item/weapon/pickaxe) || istype(O, /obj/item/weapon/pickaxe/plasmacutter) && !drilled)
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drilled = TRUE
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resistance = 0
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spawn(300)
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drilled = FALSE
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resistance = initial(resistance)
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..()
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/mob/living/simple_animal/hostile/statue/death()
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var/chunks_to_spawn = rand(2,5)
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@@ -121,6 +132,8 @@
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if(target_mob) //if there's a victim, statue will use its powers
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if((annoyance + 4) < 800)
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annoyance += 4
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if(drilled && (annoyance + 4) < 800) //Being hit with a drill makes them weaker, and angrier.
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annoyance += 4
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else if ((annoyance - 2) > 0)
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annoyance -= 2
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