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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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@@ -172,6 +172,7 @@ GLOBAL_VAR_INIT(disposals_animals_spawned, 0)
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var/rat_cap = CONFIG_GET(number/ratcap)
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if (LAZYLEN(SSmobs.cheeserats) < rat_cap && prob(33))
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var/mob/living/basic/mouse/new_subject = new(king.drop_location())
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ADD_TRAIT(new_subject, TRAIT_SPAWNED_MOB, INNATE_TRAIT)
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playsound(new_subject, 'sound/mobs/non-humanoids/mouse/mousesqueek.ogg', 100)
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visible_message(span_warning("[new_subject] climbs out of [src]!"))
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