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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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@@ -1025,7 +1025,7 @@ GLOBAL_VAR_INIT(narsie_summon_count, 0)
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new_human.equipOutfit(/datum/outfit/ghost_cultist) //give them armor
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new_human.apply_status_effect(/datum/status_effect/cultghost) //ghosts can't summon more ghosts
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new_human.set_invis_see(SEE_INVISIBLE_OBSERVER)
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new_human.add_traits(list(TRAIT_NOBREATH, TRAIT_PERMANENTLY_MORTAL), INNATE_TRAIT) // permanently mortal can be removed once this is a bespoke kind of mob
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new_human.add_traits(list(TRAIT_NOBREATH, TRAIT_SPAWNED_MOB, TRAIT_PERMANENTLY_MORTAL), INNATE_TRAIT) // permanently mortal can be removed once this is a bespoke kind of mob
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ghosts++
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playsound(src, 'sound/effects/magic/exit_blood.ogg', 50, TRUE)
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visible_message(span_warning("A cloud of red mist forms above [src], and from within steps... a [new_human.gender == FEMALE ? "wo":""]man."))
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