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Convert weather duration to use time defines (#89441)
## About The Pull Request This converts many of the deciseconds numbers into using the proper time defines `SECONDS` and `MINUTES`. ## Why It's Good For The Game Cleaner code. ## Changelog 🆑 code: Convert weather duration to use time defines /🆑
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@@ -14,8 +14,8 @@
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var/desc = "Heavy gusts of wind blanket the area, periodically knocking down anyone caught in the open."
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/// The message displayed in chat to foreshadow the weather's beginning
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var/telegraph_message = span_warning("The wind begins to pick up.")
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/// In deciseconds, how long from the beginning of the telegraph until the weather begins
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var/telegraph_duration = 300
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/// How long from the beginning of the telegraph until the weather begins
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var/telegraph_duration = 30 SECONDS
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/// The sound file played to everyone on an affected z-level
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var/telegraph_sound
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/// The overlay applied to all tiles on the z-level
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@@ -23,12 +23,12 @@
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/// Displayed in chat once the weather begins in earnest
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var/weather_message = span_userdanger("The wind begins to blow ferociously!")
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/// In deciseconds, how long the weather lasts once it begins
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var/weather_duration = 1200
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/// How long the weather lasts once it begins
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var/weather_duration = 2 MINUTES
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/// See above - this is the lowest possible duration
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var/weather_duration_lower = 1200
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var/weather_duration_lower = 2 MINUTES
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/// See above - this is the highest possible duration
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var/weather_duration_upper = 1500
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var/weather_duration_upper = 2.5 MINUTES
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/// Looping sound while weather is occuring
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var/weather_sound
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/// Area overlay while the weather is occuring
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@@ -38,8 +38,8 @@
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/// Displayed once the weather is over
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var/end_message = span_danger("The wind relents its assault.")
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/// In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
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var/end_duration = 300
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/// How long the "wind-down" graphic will appear before vanishing entirely
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var/end_duration = 30 SECONDS
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/// Sound that plays while weather is ending
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var/end_sound
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/// Area overlay while weather is ending
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@@ -4,16 +4,16 @@
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desc = "An intense atmospheric storm lifts ash off of the planet's surface and billows it down across the area, dealing intense fire damage to the unprotected."
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telegraph_message = span_boldwarning("An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter.")
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telegraph_duration = 300
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telegraph_duration = 30 SECONDS
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telegraph_overlay = "light_ash"
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weather_message = span_userdanger("<i>Smoldering clouds of scorching ash billow down around you! Get inside!</i>")
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weather_duration_lower = 600
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weather_duration_upper = 1200
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weather_duration_lower = 1 MINUTES
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weather_duration_upper = 2 MINUTES
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weather_overlay = "ash_storm"
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end_message = span_bolddanger("The shrieking wind whips away the last of the ash and falls to its usual murmur. It should be safe to go outside now.")
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end_duration = 300
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end_duration = 30 SECONDS
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end_overlay = "light_ash"
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area_type = /area
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@@ -4,15 +4,15 @@
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desc = "The ground turns into surprisingly cool lava, lightly damaging anything on the floor."
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telegraph_message = span_warning("You feel the ground beneath you getting hot. Waves of heat distort the air.")
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telegraph_duration = 150
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telegraph_duration = 15 SECONDS
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weather_message = span_userdanger("The floor is lava! Get on top of something!")
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weather_duration_lower = 300
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weather_duration_upper = 600
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weather_duration_lower = 30 SECONDS
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weather_duration_upper = 1 MINUTES
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weather_overlay = "lava"
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end_message = span_danger("The ground cools and returns to its usual form.")
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end_duration = 0
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end_duration = 0 SECONDS
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area_type = /area
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protected_areas = list(/area/space)
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@@ -3,17 +3,17 @@
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name = "radiation storm"
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desc = "A cloud of intense radiation passes through the area dealing rad damage to those who are unprotected."
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telegraph_duration = 400
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telegraph_duration = 40 SECONDS
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telegraph_message = span_danger("The air begins to grow warm.")
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weather_message = span_userdanger("<i>You feel waves of heat wash over you! Find shelter!</i>")
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weather_overlay = "ash_storm"
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weather_duration_lower = 600
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weather_duration_upper = 1500
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weather_duration_lower = 1 MINUTES
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weather_duration_upper = 2.5 MINUTES
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weather_color = "green"
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weather_sound = 'sound/announcer/alarm/bloblarm.ogg'
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end_duration = 100
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end_duration = 10 SECONDS
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end_message = span_notice("The air seems to be cooling off again.")
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area_type = /area
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@@ -4,16 +4,16 @@
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probability = 90
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telegraph_message = span_warning("Drifting particles of snow begin to dust the surrounding area..")
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telegraph_duration = 300
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telegraph_duration = 30 SECONDS
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telegraph_overlay = "light_snow"
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weather_message = span_userdanger("<i>Harsh winds pick up as dense snow begins to fall from the sky! Seek shelter!</i>")
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weather_overlay = "snow_storm"
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weather_duration_lower = 600
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weather_duration_upper = 1500
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weather_duration_lower = 1 MINUTES
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weather_duration_upper = 2.5 MINUTES
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use_glow = FALSE
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end_duration = 100
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end_duration = 10 SECONDS
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end_message = span_bolddanger("The snowfall dies down, it should be safe to go outside again.")
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area_type = /area
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@@ -8,8 +8,8 @@
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weather_message = span_hypnophrase("You feel the air around you getting colder... and void's sweet embrace...")
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weather_overlay = "light_snow"
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weather_color = COLOR_BLACK
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weather_duration_lower = 60 SECONDS
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weather_duration_upper = 120 SECONDS
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weather_duration_lower = 1 MINUTES
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weather_duration_upper = 2 MINUTES
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use_glow = FALSE
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