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Refactors Golem Names (#25471)
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@@ -109,7 +109,7 @@
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/obj/effect/mob_spawn/human/golem/New(loc, datum/species/golem/species = null, has_owner = FALSE, mob/creator = null)
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..()
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if(species)
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name += " ([initial(species.id)])"
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name += " ([initial(species.prefix)])"
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mob_species = species
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var/area/A = get_area(src)
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if(A)
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@@ -120,26 +120,7 @@
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owner = creator
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/obj/effect/mob_spawn/human/golem/special(mob/living/new_spawn)
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var/golem_surname = pick(golem_names)
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// 3% chance that our golem has a human surname, because
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// cultural contamination
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if(prob(3))
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golem_surname = pick(last_names)
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var/datum/species/golem/X = mob_species
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var/golem_forename = initial(X.id)
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// The id of golem species is either their material "diamond","gold",
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// or just "golem" for the plain ones. So we're using it for naming.
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if(golem_forename == "golem")
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golem_forename = "iron"
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new_spawn.real_name = "[capitalize(golem_forename)] [golem_surname]"
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// This means golems have names like Iron Forge, or Diamond Quarry
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// also a tiny chance of being called "Plasma Meme"
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// which is clearly a feature
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to_chat(new_spawn, "[initial(X.info_text)]")
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if(!owner)
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to_chat(new_spawn, "Build golem shells in the autolathe, and feed refined mineral sheets to the shells to bring them to life! You are generally a peaceful group unless provoked.")
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@@ -151,6 +132,7 @@
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if(ishuman(new_spawn))
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var/mob/living/carbon/human/H = new_spawn
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H.set_cloned_appearance()
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H.real_name = H.dna.species.random_name()
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/obj/effect/mob_spawn/human/golem/adamantine
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name = "dust-caked golem shell"
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