Merge pull request #3624 from Citadel-Station-13/upstream-merge-32039

[MIRROR] Rebalances clockwork marauders
This commit is contained in:
LetterJay
2017-10-27 02:44:17 -04:00
committed by GitHub
2 changed files with 47 additions and 19 deletions
@@ -54,8 +54,14 @@
else
msg += "<b>[t_He] look[t_s] severely dented!</b>\n"
msg += "</span>"
var/addendum = examine_info()
if(addendum)
msg += "[addendum]\n"
msg += "*---------*</span>"
to_chat(user, msg)
/mob/living/simple_animal/hostile/clockwork/proc/examine_info() //Override this on a by-mob basis to have unique examine info
return
/mob/living/simple_animal/hostile/clockwork/proc/update_values() //This is called by certain things to check GLOB.ratvar_awakens and GLOB.ratvar_approaches
@@ -1,3 +1,6 @@
#define MARAUDER_SLOWDOWN_PERCENTAGE 0.40 //Below this percentage of health, marauders will become slower
#define MARAUDER_SHIELD_REGEN_TIME 100 //In deciseconds, how long it takes for shields to regenerate after breaking
//Clockwork marauder: A well-rounded frontline construct. Only one can exist for every two human servants.
/mob/living/simple_animal/hostile/clockwork/marauder
name = "clockwork marauder"
@@ -20,9 +23,26 @@
playstyle_string = "<b><span class='neovgre'>You are a clockwork marauder,</span> a well-rounded frontline construct of Ratvar. Although you have no \
unique abilities, you're a fearsome fighter in one-on-one combat, and your shield protects from projectiles!<br><br>Obey the Servants and do as they \
tell you. Your primary goal is to defend the Ark from destruction; they are your allies in this, and should be protected from harm.</b>"
empower_string = "<span class='neovgre'>The Anima Bulwark's power flows through you! Your weapon will strike harder, your armor is sturdier, and your shield is considerably more \
likely to deflect shots.</span>"
empower_string = "<span class='neovgre'>The Anima Bulwark's power flows through you! Your weapon will strike harder, your armor is sturdier, and your shield is more durable.</span>"
var/deflect_chance = 40 //Chance to deflect any given projectile (non-damaging energy projectiles are always deflected)
var/max_shield_health = 3
var/shield_health = 3 //Amount of projectiles that can be deflected within
var/shield_health_regen = 0 //When world.time equals this, shield health will regenerate
/mob/living/simple_animal/hostile/clockwork/marauder/examine_info()
if(!shield_health)
return "<span class='warning'>Its shield has been destroyed!</span>"
/mob/living/simple_animal/hostile/clockwork/marauder/Life()
..()
if(!GLOB.ratvar_awakens && health / maxHealth <= MARAUDER_SLOWDOWN_PERCENTAGE)
speed = initial(speed) + 1 //Yes, this slows them down
else
speed = initial(speed)
if(shield_health != max_shield_health && world.time >= shield_health_regen)
to_chat(src, "<span class='neovgre'>Your shield has recovered. <b>[max_shield_health]</b> blocks remaining!</span>")
playsound_local(src, "shatter", 75, TRUE, frequency = -1)
shield_health = max_shield_health
/mob/living/simple_animal/hostile/clockwork/marauder/update_values()
if(GLOB.ratvar_awakens) //Massive attack damage bonuses and health increase, because Ratvar
@@ -33,6 +53,7 @@
attacktext = "devastates"
speed = -1
obj_damage = 100
max_shield_health = INFINITY
else if(GLOB.ratvar_approaches) //Hefty health bonus and slight attack damage increase
health = 200
maxHealth = 200
@@ -40,6 +61,7 @@
melee_damage_lower = 15
attacktext = "carves"
obj_damage = 50
max_shield_health = 4
/mob/living/simple_animal/hostile/clockwork/marauder/death(gibbed)
visible_message("<span class='danger'>[src]'s equipment clatters lifelessly to the ground as the red flames within dissipate.</span>", \
@@ -64,21 +86,21 @@
return ..()
/mob/living/simple_animal/hostile/clockwork/marauder/proc/deflect_projectile(obj/item/projectile/P)
var/final_deflection_chance = deflect_chance
if(!shield_health)
return
var/energy_projectile = istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)
if(P.nodamage || P.damage_type == STAMINA)
final_deflection_chance = 100
else if(!energy_projectile) //Flat 40% chance against energy projectiles; ballistic projectiles are 40% - (damage of projectile)%, min. 10%
final_deflection_chance = max(10, deflect_chance - P.damage)
if(GLOB.ratvar_awakens)
final_deflection_chance = 100
else if(GLOB.ratvar_approaches)
final_deflection_chance = min(100, final_deflection_chance + 20) //20% bonus to deflection if the servants heralded Ratvar
if(prob(final_deflection_chance))
visible_message("<span class='danger'>[src] deflects [P] with their shield!</span>", \
"<span class='danger'>You block [P] with your shield!</span>")
if(energy_projectile)
playsound(src, 'sound/weapons/effects/searwall.ogg', 50, TRUE)
else
playsound(src, "ricochet", 50, TRUE)
. = TRUE
visible_message("<span class='danger'>[src] deflects [P] with their shield!</span>", \
"<span class='danger'>You block [P] with your shield! <i>Blocks left:</i> <b>[shield_health - 1]</b></span>")
if(energy_projectile)
playsound(src, 'sound/weapons/effects/searwall.ogg', 50, TRUE)
else
playsound(src, "ricochet", 50, TRUE)
shield_health--
if(!shield_health)
visible_message("<span class='warning'>[src]'s shield breaks from deflecting the attack!</span>", "<span class='boldwarning'>Your shield breaks! Give it some time to recover...</span>")
playsound(src, "shatter", 100, TRUE)
shield_health_regen = world.time + MARAUDER_SHIELD_REGEN_TIME
return TRUE
#undef MARAUDER_SLOWDOWN_PERCENTAGE
#undef MARAUDER_SHIELD_REGEN_TIME