set g_monster_zombie_attack_leap_speed 500
set g_monster_zombie_attack_melee_damage 55
set g_monster_zombie_attack_melee_delay 1
-set g_monster_zombie_damageforcescale 0.550000012
+set g_monster_zombie_damageforcescale 0.55
set g_monster_zombie_health 200
set g_monster_zombie_speed_run 600
set g_monster_zombie_speed_stop 100
set g_monster_spider_attack_web_range 800
set g_monster_spider_attack_web_speed 1300
set g_monster_spider_attack_web_speed_up 150
-set g_monster_spider_damageforcescale 0.600000024
+set g_monster_spider_damageforcescale 0.6
set g_monster_spider_health 180
set g_monster_spider_speed_run 500
set g_monster_spider_speed_stop 100
set g_monster_spider_speed_walk 400
// }}}
// {{{ #3: Mage
+set g_monster_mage_attack_push_chance 0.7
set g_monster_mage_attack_push_damage 25
set g_monster_mage_attack_push_delay 1
set g_monster_mage_attack_push_force 300
set g_monster_mage_attack_push_radius 150
set g_monster_mage_attack_spike_accel 480
+set g_monster_mage_attack_spike_chance 0.45
set g_monster_mage_attack_spike_damage 45
set g_monster_mage_attack_spike_decel 480
set g_monster_mage_attack_spike_delay 2
set g_monster_mage_attack_spike_smart_trace_min 1000
set g_monster_mage_attack_spike_speed_max 370
set g_monster_mage_attack_spike_turnrate 0.65
+set g_monster_mage_attack_teleport_chance 0.1
+set g_monster_mage_attack_teleport_delay 5
+set g_monster_mage_attack_teleport_random 0.4
+set g_monster_mage_attack_teleport_random_range 1200
set g_monster_mage_damageforcescale 0.5
set g_monster_mage_heal_allies 20
set g_monster_mage_heal_delay 1.5
set g_monster_wyvern_attack_fireball_force 50
set g_monster_wyvern_attack_fireball_radius 120
set g_monster_wyvern_attack_fireball_speed 1200
-set g_monster_wyvern_damageforcescale 0.600000024
+set g_monster_wyvern_damageforcescale 0.6
set g_monster_wyvern_health 150
set g_monster_wyvern_speed_run 250
set g_monster_wyvern_speed_stop 300
set g_monster_golem_attack_smash_damage 50
set g_monster_golem_attack_smash_force 100
set g_monster_golem_attack_smash_range 200
-set g_monster_golem_damageforcescale 0.100000001
+set g_monster_golem_damageforcescale 0.1
set g_monster_golem_health 650
set g_monster_golem_speed_run 320
set g_monster_golem_speed_stop 300
#include "mage.qh"
#ifdef SVQC
+float autocvar_g_monster_mage_health;
+float autocvar_g_monster_mage_damageforcescale = 0.5;
+float autocvar_g_monster_mage_attack_spike_damage;
+float autocvar_g_monster_mage_attack_spike_radius;
+float autocvar_g_monster_mage_attack_spike_delay;
+float autocvar_g_monster_mage_attack_spike_accel;
+float autocvar_g_monster_mage_attack_spike_decel;
+float autocvar_g_monster_mage_attack_spike_chance = 0.45;
+float autocvar_g_monster_mage_attack_spike_turnrate;
+float autocvar_g_monster_mage_attack_spike_speed_max;
+float autocvar_g_monster_mage_attack_spike_smart;
+float autocvar_g_monster_mage_attack_spike_smart_trace_min;
+float autocvar_g_monster_mage_attack_spike_smart_trace_max;
+float autocvar_g_monster_mage_attack_spike_smart_mindist;
+float autocvar_g_monster_mage_attack_push_chance = 0.7;
+float autocvar_g_monster_mage_attack_push_damage;
+float autocvar_g_monster_mage_attack_push_radius;
+float autocvar_g_monster_mage_attack_push_delay;
+float autocvar_g_monster_mage_attack_push_force;
+float autocvar_g_monster_mage_attack_teleport_chance = 0.2;
+float autocvar_g_monster_mage_attack_teleport_delay = 2;
+float autocvar_g_monster_mage_attack_teleport_random = 0.4;
+float autocvar_g_monster_mage_attack_teleport_random_range = 1200;
+float autocvar_g_monster_mage_heal_self;
+float autocvar_g_monster_mage_heal_allies;
+float autocvar_g_monster_mage_heal_minhealth;
+float autocvar_g_monster_mage_heal_range;
+float autocvar_g_monster_mage_heal_delay;
+float autocvar_g_monster_mage_shield_time;
+float autocvar_g_monster_mage_shield_delay;
+float autocvar_g_monster_mage_shield_blockpercent;
+float autocvar_g_monster_mage_speed_stop;
+float autocvar_g_monster_mage_speed_run;
+float autocvar_g_monster_mage_speed_walk;
SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
void M_Mage_Attack_Spike(entity this, vector dir);
OffhandMageTeleport OFFHAND_MAGE_TELEPORT;
STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
-float autocvar_g_monster_mage_health;
-float autocvar_g_monster_mage_damageforcescale = 0.5;
-float autocvar_g_monster_mage_attack_spike_damage;
-float autocvar_g_monster_mage_attack_spike_radius;
-float autocvar_g_monster_mage_attack_spike_delay;
-float autocvar_g_monster_mage_attack_spike_accel;
-float autocvar_g_monster_mage_attack_spike_decel;
-float autocvar_g_monster_mage_attack_spike_chance = 0.45;
-float autocvar_g_monster_mage_attack_spike_turnrate;
-float autocvar_g_monster_mage_attack_spike_speed_max;
-float autocvar_g_monster_mage_attack_spike_smart;
-float autocvar_g_monster_mage_attack_spike_smart_trace_min;
-float autocvar_g_monster_mage_attack_spike_smart_trace_max;
-float autocvar_g_monster_mage_attack_spike_smart_mindist;
-float autocvar_g_monster_mage_attack_push_chance = 0.7;
-float autocvar_g_monster_mage_attack_push_damage;
-float autocvar_g_monster_mage_attack_push_radius;
-float autocvar_g_monster_mage_attack_push_delay;
-float autocvar_g_monster_mage_attack_push_force;
-float autocvar_g_monster_mage_attack_teleport_chance = 0.2;
-float autocvar_g_monster_mage_attack_teleport_delay = 2;
-float autocvar_g_monster_mage_attack_teleport_random = 0.4;
-float autocvar_g_monster_mage_attack_teleport_random_range = 1200;
-float autocvar_g_monster_mage_heal_self;
-float autocvar_g_monster_mage_heal_allies;
-float autocvar_g_monster_mage_heal_minhealth;
-float autocvar_g_monster_mage_heal_range;
-float autocvar_g_monster_mage_heal_delay;
-float autocvar_g_monster_mage_shield_time;
-float autocvar_g_monster_mage_shield_delay;
-float autocvar_g_monster_mage_shield_blockpercent;
-float autocvar_g_monster_mage_speed_stop;
-float autocvar_g_monster_mage_speed_run;
-float autocvar_g_monster_mage_speed_walk;
-
void M_Mage_Defend_Heal(entity this);
void M_Mage_Defend_Shield(entity this);
#endif
#ifdef SVQC
-
-.float spider_web_delay;
-
+float autocvar_g_monster_spider_health;
+float autocvar_g_monster_spider_damageforcescale = 0.6;
+float autocvar_g_monster_spider_attack_bite_damage;
+float autocvar_g_monster_spider_attack_bite_delay;
float autocvar_g_monster_spider_attack_web_damagetime;
float autocvar_g_monster_spider_attack_web_speed;
float autocvar_g_monster_spider_attack_web_speed_up;
float autocvar_g_monster_spider_attack_web_delay;
float autocvar_g_monster_spider_attack_web_range = 800;
+float autocvar_g_monster_spider_speed_stop;
+float autocvar_g_monster_spider_speed_run;
+float autocvar_g_monster_spider_speed_walk;
-float autocvar_g_monster_spider_attack_bite_damage;
-float autocvar_g_monster_spider_attack_bite_delay;
+.float spider_web_delay;
void M_Spider_Attack_Web(entity this);
}
}
-float autocvar_g_monster_spider_health;
-float autocvar_g_monster_spider_damageforcescale = 0.6;
-float autocvar_g_monster_spider_speed_stop;
-float autocvar_g_monster_spider_speed_run;
-float autocvar_g_monster_spider_speed_walk;
-
void M_Spider_Attack_Web_Explode(entity this)
{
if(this)
#include "wyvern.qh"
#ifdef SVQC
-
+float autocvar_g_monster_wyvern_health;
+float autocvar_g_monster_wyvern_damageforcescale = 0.6;
float autocvar_g_monster_wyvern_attack_fireball_damage;
float autocvar_g_monster_wyvern_attack_fireball_edgedamage;
float autocvar_g_monster_wyvern_attack_fireball_damagetime;
float autocvar_g_monster_wyvern_attack_fireball_force;
float autocvar_g_monster_wyvern_attack_fireball_radius;
float autocvar_g_monster_wyvern_attack_fireball_speed;
+float autocvar_g_monster_wyvern_speed_stop;
+float autocvar_g_monster_wyvern_speed_run;
+float autocvar_g_monster_wyvern_speed_walk;
void M_Wyvern_Attack_Fireball_Explode(entity this);
void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher);
return true;
}
-float autocvar_g_monster_wyvern_health;
-float autocvar_g_monster_wyvern_damageforcescale = 0.6;
-float autocvar_g_monster_wyvern_speed_stop;
-float autocvar_g_monster_wyvern_speed_run;
-float autocvar_g_monster_wyvern_speed_walk;
-
void M_Wyvern_Attack_Fireball_Explode(entity this)
{
Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1);