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* it begins * Update gun.dm * misc fixes * Update gun.dm * more fixes * Update lightning_flow.dm * i may be stupid * Update suicide.dm * fix mech strafing * Update mecha.dm * let there be qol * ghost stuff * Update screen_clockwork.dmi * does the stuff * stuff * Update worldbreaker.dm * moltial arts * Update worldbreaker.dm * CRITICAL FIX * mech stuff * Update tables_racks.dm * stuff * fix seismic arm * buster/seismic arm fix 2 * saber + lockers * stuff * hand tele and pre_attack_secondary * more right click acts * Update closets.dm * who did this * heck * Update mob.dm * Update items.dm * darkspawn fix * fixes wound healing * Update item_attack.dm * minor qol stuff * Update kinetic_crusher.dm * Update kinetic_crusher.dm * runtime fix * Update kinetic_crusher.dm * Update screen_plasmafire.dmi * stuff * syringes * i am very silly * death to /obj/item/toolset_handler * Update assembly.dm * surgery fix + hypo stuff * mantis fix * gas harpoon * atmos machines --------- Co-authored-by: Molti <gamingjoelouis@gmail.com>
37 lines
2.1 KiB
Plaintext
37 lines
2.1 KiB
Plaintext
//Monkey defines, placed here so they can be read by other things!
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//Mode defines
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#define MONKEY_IDLE 0 // idle
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#define MONKEY_HUNT 1 // found target, hunting
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#define MONKEY_FLEE 2 // free from enemies
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#define MONKEY_DISPOSE 3 // dump body in disposals
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#define MONKEY_FLEE_HEALTH 50 // below this health value the monkey starts to flee from enemies
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#define MONKEY_ENEMY_VISION 9 // how close an enemy must be to trigger aggression
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#define MONKEY_FLEE_VISION 4 // how close an enemy must be before it triggers flee
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#define MONKEY_ITEM_SNATCH_DELAY 25 // How long does it take the item to be taken from a mobs hand
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#define MONKEY_CUFF_RETALIATION_PROB 20 // Probability monkey will aggro when cuffed
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#define MONKEY_SYRINGE_RETALIATION_PROB 20 // Probability monkey will aggro when syringed
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// Probability per Life tick that the monkey will:
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#define MONKEY_RESIST_PROB 50 // resist out of restraints
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// when the monkey is idle
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#define MONKEY_PULL_AGGRO_PROB 5 // aggro against the mob pulling it
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#define MONKEY_SHENANIGAN_PROB 5 // chance of getting into mischief, i.e. finding/stealing items
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// when the monkey is hunting
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#define MONKEY_ATTACK_DISARM_PROB 50 // disarm an armed attacker
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#define MONKEY_WEAPON_PROB 20 // if not currently getting an item, search for a weapon around it
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#define MONKEY_RECRUIT_PROB 25 // recruit a monkey near it
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#define MONKEY_SWITCH_TARGET_PROB 25 // switch targets if it sees another enemy
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#define MONKEY_RETALIATE_PROB 85 // probability for the monkey to aggro when attacked
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#define MONKEY_HATRED_AMOUNT 4 // amount of aggro to add to an enemy when they attack user
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#define MONKEY_HATRED_REDUCTION_PROB 25 // probability of reducing aggro by one when the monkey attacks
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// how many Life ticks the monkey will fail to:
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#define MONKEY_HUNT_FRUSTRATION_LIMIT 8 // Chase after an enemy before giving up
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#define MONKEY_DISPOSE_FRUSTRATION_LIMIT 16 // Dispose of a body before giving up
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#define MONKEY_AGGRESSIVE_MVM_PROB 0 // If you mass edit monkies to be aggressive. there is a small chance of in-fighting
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