After a fair amount of hair pulling, seeing how Dreammaker is unable to
use any function more complex than square roots and powers, I've used
the following formula
Damage = round(power^(1/3)*(rand(15,20)/10))
Changelog was also fixed and the snowflake exception for the power glove
was removed. If the grid contains dozens of DeLoreans, your target is
going to get it big time
- Power gloves cap is now at 1 million watts. Zing
- Shock damage formula is power/rand(4000, 6000) capped to 500, reached
in average at 2.5 million watts. Note to self : Nerf Supermatter Engine
which can still reach 3 million watts
- Sample shock damages : 50000 = 10, 100000 = 20, 500000 = 100. This is
a very simplistic damage calculation but it works
-Corgi now have their very own HUD
-Corgi health upped from 20hp (simple_animal default) to 30hp (still
half of a MoMMi's health)
-player-controlled corgis can now eat food by clicking on it. They can
swallow a food\snack item after 5 bites. Doing so gives them back 1/6 of
their full health (5 HP of 30HP)
-when player-controlled, simple_animals won't randomly move or speak
anymore (this behaviour now only happens when ckey == "null")
-player-controlled corgis now have a verb that allows them to perform
Ian's high speed tail chase/dance. Can be performed while moving for
extra kek.
I plan on giving players a way to play as corgis, something based on the
combined use of a soulstone and a lazarus injector. In the meantime,
it's still useful during adminbus.
For some reason I couldn't make the Pull1 icon appear when the shade is
pulling something, despite using the same lines as with the construct UI
code. So instead I made the icon show all the time. If someone can make
it work properly that'd be great.
All of it has been tested and should be functional. I did not port the
AI Crew Monitor and modified the button positions to ensure it fits
PDA Messenger Logging works, but sending messages seems wonky. Might
just be because there was no PDA to send a message to though
What was happening was returntopool was nulling the variable that prevented the projectile from bumping something twice, and for whatever reason despite having no loc the proj would bump the same mob twice then be in the void again. The spawn() allows the bump proc to finish and then the projectile is returned to the pool.