diff --git a/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm b/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm index a1c3d211fb..562814dfeb 100644 --- a/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm +++ b/code/game/gamemodes/clock_cult/clock_mobs/clockwork_marauder.dm @@ -1,13 +1,13 @@ #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 +#define MARAUDER_SHIELD_REGEN_TIME 200 //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" desc = "The stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield." icon_state = "clockwork_marauder" - health = 150 - maxHealth = 150 + health = 120 + maxHealth = 120 force_threshold = 8 speed = 0 obj_damage = 40 @@ -39,10 +39,11 @@ 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, "Your shield has recovered. [max_shield_health] blocks remaining!") + if(shield_health < max_shield_health && world.time >= shield_health_regen) + shield_health_regen = world.time + MARAUDER_SHIELD_REGEN_TIME + to_chat(src, "Your shield has recovered, [shield_health] blocks remaining!") playsound_local(src, "shatter", 75, TRUE, frequency = -1) - shield_health = max_shield_health + shield_health++ /mob/living/simple_animal/hostile/clockwork/marauder/update_values() if(GLOB.ratvar_awakens) //Massive attack damage bonuses and health increase, because Ratvar