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Artifically spawned mobs have a vastly reduced penalty for death moodlet (#93348)
## About The Pull Request Closes #93285 Mood event from the death of a mob spawned "artificially" is 75% weaker, lasts 80% the duration, and don't compound An artificial monkey's death will now result - -8 * 0.25 * 0.5 = floor(1) = 1 strength moodlet for the average crew member - ...Lasting 30 seconds (unless refreshed) - -8 * 0.25 * 1.5 = floor(3) = 3 strength moodlet for animal friends - ...Lasting 1.5 minutes (unless refreshed) - -8 * 0.25 = floor(2) = 2 strength moodlet for compassionate crew members - ...Lasting 1 minute (unless refreshed) Artifical spawning includes - Moneky Cube - Xenobiology Console - "Life" reaction - Summoned rats - Spawner grenades - Cult ghosts Lemmie know if I'm missing any obvious spawns ## Why It's Good For The Game While funny it was not my intention to have Xenobiology / Genetics / Virology nuke your mood. ## Changelog 🆑 Melbert balance: Death of artifical mobs (such as monkey cube monkeys) result in a 75% weaker, 80% shorter moodlet that does not compound with more deaths. /🆑
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@@ -31,6 +31,7 @@
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var/mob/spammer = get_mob_by_key(fingerprintslast)
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var/mob/living/bananas = new spawned_mob(drop_location(), TRUE, spammer) // funny that we pass monkey init args to non-monkey mobs, that's totally a future issue
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if (!QDELETED(bananas))
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ADD_TRAIT(bananas, TRAIT_SPAWNED_MOB, INNATE_TRAIT)
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if(faction)
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bananas.faction = faction
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@@ -29,6 +29,8 @@
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// Spawn some hostile syndicate critters and spread them out
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var/list/spawned = spawn_and_random_walk(spawner_type, target_turf, deliveryamt, walk_chance = 50, admin_spawn = ((flags_1 & ADMIN_SPAWNED_1) ? TRUE : FALSE))
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afterspawn(spawned)
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for(var/mob/living/created as anything in spawned)
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ADD_TRAIT(created, TRAIT_SPAWNED_MOB, INNATE_TRAIT)
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qdel(src)
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