diff --git a/modular_citadel/code/modules/mob/living/silicon/robot/dogborg_equipment.dm b/modular_citadel/code/modules/mob/living/silicon/robot/dogborg_equipment.dm index 68979c57ae..d191a863af 100644 --- a/modular_citadel/code/modules/mob/living/silicon/robot/dogborg_equipment.dm +++ b/modular_citadel/code/modules/mob/living/silicon/robot/dogborg_equipment.dm @@ -4,6 +4,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm ! */ /obj/item/dogborg/jaws + var/cellcost name = "Dogborg jaws" desc = "The jaws of the debug errors oh god." icon = 'icons/mob/dogborg.dmi' @@ -19,28 +20,23 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm ! desc = "The jaws of the law. Very sharp." icon_state = "jaws" force = 12 + cellcost = 1000 // Secborg can only harm with the baton, why does the K9 get a free module to do 12 damage with? attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced") + /obj/item/dogborg/jaws/small name = "puppy jaws" desc = "Rubberized teeth designed to protect accidental harm. Sharp enough for specialized tasks however." icon_state = "smalljaws" force = 6 + cellcost = 500 // Less cell use for the smaller jaws. attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed") var/status = 0 -/obj/item/dogborg/jaws/small/attack(atom/A, mob/living/silicon/robot/user) +/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user) ..() - user.cell.use(500) // Less cell use for the smaller jaws. + user.cell.use(cellcost) user.do_attack_animation(A, ATTACK_EFFECT_BITE) - log_combat(user, A, "bit") - -/obj/item/dogborg/jaws/big/attack(atom/A, mob/living/silicon/robot/user) - ..() - user.cell.use(1000) // Secborg can only harm with the baton, why does the K9 get a free module to do 12 damage with? - user.do_attack_animation(A, ATTACK_EFFECT_BITE) - log_combat(user, A, "bit") - /obj/item/dogborg/jaws/small/attack_self(mob/user) var/mob/living/silicon/robot.R = user @@ -316,7 +312,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm ! var/leaping = 0 var/pounce_cooldown = 0 var/pounce_cooldown_time = 20 //Buffed to counter balance changes - var/pounce_spoolup = 2 + var/pounce_spoolup = 1 var/leap_at var/disabler var/laser @@ -346,7 +342,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm ! //It's also extremely buggy visually, so it's balance+bugfix return - if(cell.charge <= 1000) + if(cell.charge <= 750) to_chat(src,"Insufficent reserves for jump actuators!") return @@ -356,7 +352,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm ! pixel_y = 10 update_icons() throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1) - cell.use(1000) //Same as stunbaton + cell.use(750) //Same as stunbaton weather_immunities -= "lava" /mob/living/silicon/robot/throw_impact(atom/A) @@ -374,13 +370,13 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm ! blocked = 1 if(!blocked) L.visible_message("[src] pounces on [L]!", "[src] pounces on you!") - L.Knockdown(iscarbon(L) ? 225 : 25) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice. + L.Knockdown(iscarbon(L) ? 225 : 45) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice. playsound(src, 'sound/weapons/Egloves.ogg', 50, 1) sleep(2)//Runtime prevention (infinite bump() calls on hulks) step_towards(src,L) log_combat(src, L, "borg pounced") else - Knockdown(25, 1, 1) + Knockdown(15, 1, 1) pounce_cooldown = !pounce_cooldown spawn(pounce_cooldown_time) //3s by default @@ -388,7 +384,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm ! else if(A.density && !A.CanPass(src)) visible_message("[src] smashes into [A]!", "You smash into [A]!") playsound(src, 'sound/items/trayhit1.ogg', 50, 1) - Knockdown(25, 1, 1) + Knockdown(15, 1, 1) if(leaping) leaping = 0