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Basic Dark Wizards (#89147)
## About The Pull Request Simple animal Dark Wizard => Basic mob Dark Wizard. This mob is I think used in literally one ruin, and very occasionally spawned in deathmatch. They don't really do anything except shoot you with slowing projectiles and hit you with sticks. I gave them a version of blink with a longer cooldown that they use when attacked in melee range purely to make them very marginally more wizard-like, and they will also now try to back away from you while shooting you instead of running towards you. They will also retaliate against anyone who attacks them including as a response to friendly fire from other Dark Wizards, because I think it is funny if they have very little loyalty to each other and that's a fun thing to trigger when you are playing Doom. Finally, we have a component called "revenge ability" which is mostly a standin for AI responses to getting attacked. I made all existing uses of it turn off if you're controlled by a sapient player who can hit those buttons themselves, because they can choose when they want to use those abilities themselves. ## Why It's Good For The Game The march of progress is almost complete ## Changelog 🆑 refactor: refactored some code balance: Dark Wizards now teleport when attacked, but are more likely to turn on their allies /🆑
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/// Wizard-looking guy who basically just shoots you
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/mob/living/basic/dark_wizard
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name = "Dark Wizard"
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desc = "Killing amateurs since the dawn of times."
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icon = 'icons/mob/simple/simple_human.dmi'
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icon_state = "dark_wizard"
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icon_living = "dark_wizard"
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maxHealth = 50
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health = 50
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melee_damage_lower = 5
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melee_damage_upper = 5
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obj_damage = 20
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basic_mob_flags = DEL_ON_DEATH
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attack_verb_continuous = "staves"
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attack_verb_simple = "stave"
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combat_mode = TRUE
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speak_emote = list("chants")
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attack_sound = 'sound/items/weapons/bladeslice.ogg'
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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sentience_type = SENTIENCE_HUMANOID
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faction = list(ROLE_WIZARD)
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unsuitable_atmos_damage = 0
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unsuitable_cold_damage = 0
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unsuitable_heat_damage = 0
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ai_controller = /datum/ai_controller/basic_controller/dark_wizard
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/mob/living/basic/dark_wizard/Initialize(mapload)
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. = ..()
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apply_dynamic_human_appearance(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/wizard/dark, r_hand = /obj/item/staff)
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add_traits(list(TRAIT_LAVA_IMMUNE, TRAIT_ASHSTORM_IMMUNE, TRAIT_SNOWSTORM_IMMUNE), INNATE_TRAIT)
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var/corpse = string_list(list(/obj/effect/decal/remains/human))
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AddElement(/datum/element/death_drops, corpse)
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AddElement(/datum/element/footstep, FOOTSTEP_MOB_SHOE)
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AddElement(/datum/element/ai_retaliate)
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AddComponent(\
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/datum/component/ranged_attacks,\
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projectile_type = /obj/projectile/temp/earth_bolt,\
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projectile_sound = 'sound/effects/magic/ethereal_enter.ogg',\
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cooldown_time = 2 SECONDS,\
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)
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var/datum/action/cooldown/spell/teleport/radius_turf/blink/slow/escape_spell = new(src)
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escape_spell.Grant(src)
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AddComponent(\
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/datum/component/revenge_ability,\
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escape_spell,\
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max_range = 3,\
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target_self = TRUE,\
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)
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new /obj/item/clothing/head/wizard/hood(src) // Having this hat in our contents allows us to cast wizard spells
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/datum/ai_controller/basic_controller/dark_wizard
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
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)
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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planning_subtrees = list(
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/datum/ai_planning_subtree/target_retaliate, // If you get them to shoot each other it will start a wiz-war
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/maintain_distance,
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/datum/ai_planning_subtree/ranged_skirmish/no_minimum,
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)
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/// I don't know why an earth bolt freezes you but I guess it does
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/obj/projectile/temp/earth_bolt
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name = "earth bolt"
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icon_state = "declone"
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damage = 4
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damage_type = BURN
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armor_flag = ENERGY
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temperature = -100
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