Files
GS13NG/code/__DEFINES/monkeys.dm
Poojawa 6674f9fc15 Tg 2 11 sync (#215)
* first series of updates

* datums

* games folder

* admin and atmosia stuffs

* moar

* mob updates borg riding

* sprites and stuff

* fixes for various things

* oops. some missed fixes
2017-02-12 03:56:14 -06:00

38 lines
2.3 KiB
Plaintext

//Monkey defines, placed here so they can be read by other things!
//Mode defines
#define MONKEY_IDLE 0 // idle
#define MONKEY_HUNT 1 // found target, hunting
#define MONKEY_FLEE 2 // free from enemies
#define MONKEY_DISPOSE 3 // dump body in disposals
#define MONKEY_FLEE_HEALTH 50 // below this health value the monkey starts to flee from enemies
#define MONKEY_ENEMY_VISION 9 // how close an enemy must be to trigger aggression
#define MONKEY_FLEE_VISION 4 // how close an enemy must be before it triggers flee
#define MONKEY_ITEM_SNATCH_DELAY 25 // How long does it take the item to be taken from a mobs hand
#define MONKEY_CUFF_RETALIATION_PROB 20 // Probability monkey will aggro when cuffed
#define MONKEY_SYRINGE_RETALIATION_PROB 20 // Probability monkey will aggro when syringed
// Probability per Life tick that the monkey will:
#define MONKEY_RESIST_PROB 50 // resist out of restraints
// when the monkey is idle
#define MONKEY_PULL_AGGRO_PROB 5 // aggro against the mob pulling it
#define MONKEY_PICKUP_PROB 5 // if not currently getting an item, pickup an item around it
#define MONKEY_STEAL_PROB 5 // if not currently getting an item, steal an item from someone around it
// when the monkey is hunting
#define MONKEY_ATTACK_DISARM_PROB 50 // disarm an armed attacker
#define MONKEY_WEAPON_PROB 20 // if not currently getting an item, search for a weapon around it
#define MONKEY_RECRUIT_PROB 25 // recruit a monkey near it
#define MONKEY_SWITCH_TARGET_PROB 25 // switch targets if it sees another enemy
#define MONKEY_RETALIATE_HARM_PROB 95 // probability for the monkey to aggro when attacked with harm intent
#define MONKEY_RETALIATE_DISARM_PROB 20 // probability for the monkey to aggro when attacked with disarm intent
#define MONKEY_HATRED_AMOUNT 4 // amount of aggro to add to an enemy when they attack user
#define MONKEY_HATRED_REDUCTION_PROB 25 // probability of reducing aggro by one when the monkey attacks
// how many Life ticks the monkey will fail to:
#define MONKEY_HUNT_FRUSTRATION_LIMIT 8 // Chase after an enemy before giving up
#define MONKEY_DISPOSE_FRUSTRATION_LIMIT 16 // Dispose of a body before giving up
#define MONKEY_AGGRESSIVE_MVM_PROB 0 // If you mass edit monkies to be aggressive. there is a small chance of in-fighting