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Replaces the Wizard Dice event with a round-start wizard role (#4232)
## About The Pull Request Comments out the Die of Fate event and replaces it with a round-start wizard antagonist that happens ***VERY*** rarely. Said role has a weight of 2 and requires a minimum of 35 players to be readied up for it to even roll. The die of fate that spawns in trash piles has also been replaced with the Lavaland variant. _The die of fate event is still spawnable by admins._ ## Why It's Good For The Game This is going to be a controversial one, so let me run you guys through my thought process. Currently, as it stands, the wizard die event causes players to turn into mindless dice-hunting zombies that will employ various LRP tactics to get the die, ranging from rushing to cargo to get a Ouija board to simply tiding into places where they see the die. This event also runs quite frequently, leading to frustration among players in the departments that get tided into. Burger's original reason for adding the die of fate event was to "add wizard naturally into the game without a ghost role for players to idle for". This will prevent players from idling for it as it happens at round-start. This is the fairest compromise I could come up with for players to be able to roll wizard without the tiding and general tomfoolery that happens because of the dice. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="668" height="196" alt="image" src="https://github.com/user-attachments/assets/46dec2f9-a4ea-4d8e-9f85-e9e90e432ac0" /> </details> ## Changelog 🆑 add: added a round-start wizard event del: removed the wizard die mid-round event balance: replaced the maintenance loot wizard die with the proper die of fate /🆑
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@@ -2,7 +2,7 @@ GLOBAL_LIST_INIT(one_of_a_kind_loot, list(
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/obj/item/clothing/suit/armor/reactive/table,
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/obj/item/clothing/shoes/jackboots/fast,
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/obj/item/melee/energy/sword/bananium,
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/obj/item/dice/d20/teleporting_die_of_fate,
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/obj/item/dice/d20/fate/one_use,
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/obj/item/modular_computer/pda/clear,
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/obj/item/gun/energy/meteorgun/pen,
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/obj/item/hot_potato,
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@@ -0,0 +1,16 @@
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/datum/round_event_control/antagonist/solo/wizard
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name = "Wizard"
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roundstart = TRUE
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antag_flag = ROLE_WIZARD
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antag_datum = /datum/antagonist/wizard
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weight = 2 // This should be rare enough, lower this if it turns out to roll too frequently.
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tags = list(TAG_CREW_ANTAG, TAG_CHAOTIC)
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base_antags = 1
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maximum_antags = 1
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min_players = 35
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ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_WIZARDDEN)
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@@ -10,12 +10,12 @@
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max_wizard_trigger_potency = NEVER_TRIGGERED_BY_WIZARDS
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min_players = 30
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max_occurrences = 1
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weight = 10
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max_occurrences = 0 // Previously 1
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weight = 0 // Previously 10
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earliest_start = 60 MINUTES
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track = EVENT_TRACK_MODERATE
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tags = list(TAG_COMMUNAL,TAG_COMBAT)
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tags = list(TAG_COMMUNAL,TAG_COMBAT)
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/datum/round_event/wizard_dice
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announce_when = 5
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@@ -9643,6 +9643,7 @@
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\nuke_ops.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\spies.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\traitor.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\wizard.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\ghostset\alien_infestation.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\ghostset\changeling.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\ghostset\lone_infiltrator.dm"
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