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* SDQL2 update * fix that verb * cl * fix that * toworld * this is pointless * update info * siiiiick.. * vv edit update * fix that * fix editing vars * fix VV * Port the /TG/ globals controller. * part 1 * part 2 * oops * part 3 * Hollow Purple * sadas * bsbsdb * muda na agaki ta * ids 1-15 * 16-31 * 41-75 * bring me back to how things used to be before i lost it all * the strength of mayhem * final touches * cl * protect some vars * update sdql2 to use glob * stuff? * forgot that is not defined there * whoops * observ * but it never gets better * a --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
32 lines
1.3 KiB
Plaintext
32 lines
1.3 KiB
Plaintext
/datum/game_mode/revenants
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name = "Revenants"
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config_tag = "revenants"
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required_players = 10
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required_enemies = 0
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round_autoantag = TRUE
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var/first_spawn_delay = 20 MINUTES
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min_autotraitor_delay = 3 MINUTES
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max_autotraitor_delay = 6 MINUTES
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antag_scaling_coeff = 4 // four people can handle one revenant pretty easily
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round_description = "A bluespace tear has opened up in the space around us, who knows what could invade?"
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extended_round_description = "This a wave defense gamemode. The crew all have to work together to repel an endless horde of bluespace horrors."
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antag_tags = list(MODE_REVENANT)
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/datum/game_mode/revenants/New()
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..()
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first_spawn_delay = rand(20 MINUTES, 30 MINUTES)
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/datum/game_mode/revenants/process_autoantag()
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if(world.time - round_start_time < first_spawn_delay)
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return
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var/datum/ghostspawner/revenant/R = SSghostroles.get_spawner(MODE_REVENANT)
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var/datum/antagonist/A = GLOB.all_antag_types[MODE_REVENANT]
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A.update_current_antag_max()
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var/previous_count = R.max_count
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R.max_count = min(R.max_count + 1, A.cur_max)
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if(R.max_count > previous_count)
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say_dead_direct("A slot for a Revenant as opened up!<br>Spawn in as it by using the ghost spawner menu in the ghost tab, and try to be good!")
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if(!R.enabled)
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R.enable()
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next_spawn = world.time + rand(min_autotraitor_delay, max_autotraitor_delay)
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