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Merge pull request #6259 from VOREStation/upstream-merge-6537
[MIRROR] Inaccuracy Rebalance (NPC)
This commit is contained in:
@@ -106,7 +106,7 @@
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var/attack_sharp = FALSE // Is the attack sharp?
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var/attack_edge = FALSE // Does the attack have an edge?
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var/melee_attack_delay = null // If set, the mob will do a windup animation and can miss if the target moves out of the way.
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var/melee_attack_delay = 2 // If set, the mob will do a windup animation and can miss if the target moves out of the way.
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var/ranged_attack_delay = null
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var/special_attack_delay = null
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@@ -24,6 +24,10 @@
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icon_dead = "webslinger_dead"
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maxHealth = 90
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health = 90
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projectile_dispersion = 12
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projectile_accuracy = -25
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projectilesound = 'sound/weapons/thudswoosh.ogg'
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projectiletype = /obj/item/projectile/webball
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base_attack_cooldown = 10
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@@ -159,6 +159,8 @@
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loot_list = list(/obj/item/weapon/gun/projectile/automatic/c20r = 100)
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projectile_dispersion = 7
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projectile_accuracy = -20
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base_attack_cooldown = 5 // Two attacks a second or so.
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reload_max = 20
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@@ -181,6 +183,8 @@
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loot_list = list(/obj/item/weapon/gun/energy/laser = 100)
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projectile_dispersion = 5
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projectile_accuracy = -20
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reload_max = 10
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// Ion Rifle
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@@ -206,6 +210,8 @@
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reload_max = 4
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reload_time = 1.5 SECONDS // It's a shotgun, it takes a moment
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projectile_dispersion = 8
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projectile_accuracy = -40
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special_attack_charges = 5
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@@ -256,6 +262,9 @@
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max_n2 = 0
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minbodytemp = 0
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projectile_dispersion = 7
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projectile_accuracy = -20
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corpse = /obj/effect/landmark/mobcorpse/syndicatecommando
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/mob/living/simple_mob/humanoid/merc/ranged/space/Process_Spacemove(var/check_drift = 0)
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@@ -9,7 +9,8 @@
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/mob/living/simple_mob/mechanical/hivebot/ranged_damage/basic
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name = "ranged hivebot"
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desc = "A robot with a makeshift integrated ballistic weapon."
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projectile_dispersion = 10
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projectile_accuracy = -20
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// This one shoots quickly, and is considerably more dangerous.
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/mob/living/simple_mob/mechanical/hivebot/ranged_damage/rapid
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@@ -17,7 +18,8 @@
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desc = "A robot with a crude but deadly integrated rifle."
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base_attack_cooldown = 5 // Two attacks a second or so.
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player_msg = "You have a <b>rapid fire attack</b>."
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projectile_dispersion = 7
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projectile_accuracy = -10
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// Shoots deadly lasers.
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/mob/living/simple_mob/mechanical/hivebot/ranged_damage/laser
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@@ -26,7 +28,8 @@
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projectiletype = /obj/item/projectile/beam/blue
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projectilesound = 'sound/weapons/Laser.ogg'
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player_msg = "You have a <b>laser attack</b>."
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projectile_dispersion = 7
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projectile_accuracy = -20
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// Shoots EMPs, to screw over other robots.
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/mob/living/simple_mob/mechanical/hivebot/ranged_damage/ion
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@@ -48,6 +51,8 @@
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health = 4 LASERS_TO_KILL
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melee_damage_lower = 15
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melee_damage_upper = 15
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projectile_dispersion = 5
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projectile_accuracy = -15
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// Also beefy, but tries to stay at their 'home', ideal for base defense.
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/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard
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@@ -38,6 +38,8 @@
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melee_damage_upper = 40
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base_attack_cooldown = 2 SECONDS
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projectiletype = /obj/item/projectile/beam/heavylaser
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projectile_dispersion = 10
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projectile_accuracy = -30
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var/defense_mode = FALSE
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var/defense_deflect = 35
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@@ -45,6 +47,7 @@
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/mob/living/simple_mob/mechanical/mecha/combat/durand/proc/set_defense_mode(new_mode)
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defense_mode = new_mode
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deflect_chance = defense_mode ? defense_deflect : initial(deflect_chance)
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projectile_accuracy = defense_mode ? -10 : initial(projectile_accuracy)
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to_chat(src, span("notice", "You [defense_mode ? "en" : "dis"]able defense mode."))
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/mob/living/simple_mob/mechanical/mecha/combat/durand/SelfMove(turf/n, direct)
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@@ -31,6 +31,7 @@
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"rad" = 100
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)
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projectile_dispersion = 8
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projectiletype = /obj/item/projectile/beam/midlaser
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ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
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@@ -80,3 +81,4 @@
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icon_state = "medgax"
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wreckage = /obj/structure/loot_pile/mecha/gygax/medgax
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projectile_dispersion = 8
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@@ -23,6 +23,8 @@
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maxHealth = 150
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hovering = TRUE // Can fly.
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projectile_dispersion = 10
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projectile_accuracy = -30
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projectiletype = /obj/item/projectile/beam
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base_attack_cooldown = 2 SECONDS
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@@ -36,6 +36,7 @@
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mob_swap_flags = 0
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mob_push_flags = 0
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melee_attack_delay = null // No attack delay, as their movement is functionally an attack.
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melee_damage_lower = 4 // Approx 8 DPS.
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melee_damage_upper = 4
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base_attack_cooldown = 5 // Two attacks a second or so.
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