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Merge pull request #13318 from MMMiracles/snowiscold
New Away Mission: Snow Valley+snow atmos
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@@ -40,13 +40,12 @@
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name = "Hudson"
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desc = "Feared outlaw, this guy is one bad news bear." //I'm sorry...
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/mob/living/simple_animal/hostile/bear/Move()
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..()
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if(stat != DEAD)
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if(loc && istype(loc,/turf/space))
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icon_state = "bear"
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else
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icon_state = "bearfloor"
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/mob/living/simple_animal/hostile/bear/snow
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name = "space polar bear"
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icon_state = "snowbear"
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icon_living = "snowbear"
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icon_dead = "snowbear_dead"
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desc = "It's a polar bear, in space, but not actually in space. "
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/mob/living/simple_animal/hostile/bear/Process_Spacemove(movement_dir = 0)
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return 1 //No drifting in space for space bears!
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@@ -15,6 +15,9 @@
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harm_intent_damage = 5
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melee_damage_lower = 15
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melee_damage_upper = 15
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minbodytemp = 0
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maxbodytemp = 1500
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healable = 0 //they're skeletons how would bruise packs help them??
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attacktext = "slashes"
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attack_sound = 'sound/hallucinations/growl1.ogg'
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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@@ -28,11 +31,73 @@
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see_in_dark = 8
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layer = MOB_LAYER - 0.1
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var/remains = /obj/effect/decal/remains/human
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var/loot
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var/deathmessage = "The skeleton collaspes into a pile of bones!"
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/mob/living/simple_animal/hostile/skeleton/death(gibbed)
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..(gibbed)
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if(remains)
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new remains (src.loc)
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visible_message("<span class='danger'>The skeleton falls apart!</span>")
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if(loot)
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new loot (src.loc)
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visible_message("<span class='danger'>[deathmessage]</span>")
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qdel(src)
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return
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/mob/living/simple_animal/hostile/skeleton/eskimo
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name = "undead eskimo"
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desc = "The reanimated remains of some poor traveler."
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icon = 'icons/mob/animal.dmi'
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icon_state = "eskimo"
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icon_living = "eskimo"
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icon_dead = "eskimo_dead"
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maxHealth = 55
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health = 55
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gold_core_spawnable = 0
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melee_damage_lower = 17
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melee_damage_upper = 20
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deathmessage = "The skeleton collaspes into a pile of bones, its gear falling to the floor!"
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loot = list(/obj/item/weapon/twohanded/spear,
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/obj/item/clothing/shoes/winterboots,
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/obj/item/clothing/suit/hooded/wintercoat)
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/mob/living/simple_animal/hostile/skeleton/templar
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name = "undead templar"
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desc = "The reanimated remains of a holy templar knight."
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icon = 'icons/mob/animal.dmi'
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icon_state = "templar"
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icon_living = "templar"
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icon_dead = "templar_dead"
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maxHealth = 125
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health = 125
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speed = 2
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gold_core_spawnable = 0
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speak_chance = 1
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speak = list("THE GODS WILL IT!","DUES VULT!","REMOVE KABAB!")
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force_threshold = 10 //trying to simulate actually having armor
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melee_damage_lower = 25
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melee_damage_upper = 30
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deathmessage = "The templar knight collaspes into a pile of bones, its gear clanging as it hits the ground!"
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loot = list(/obj/item/clothing/suit/armor/riot/knight/templar,
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/obj/item/clothing/head/helmet/knight/templar,
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/obj/item/weapon/claymore/hog{name = "holy sword"})
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/mob/living/simple_animal/hostile/skeleton/templar/bullet_act(obj/item/projectile/Proj)
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if(!Proj)
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return
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if(prob(50))
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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src.health -= Proj.damage
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else
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visible_message("<span class='danger'>[src] blocks [Proj] with its sword!</span>")
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return 0
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/mob/living/simple_animal/hostile/skeleton/ice
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name = "ice skeleton"
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desc = "A reanimated skeleton protected by a thick sheet of natural ice armor. Looks slow, though."
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speed = 5
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maxHealth = 75
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health = 75
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color = rgb(114,228,250)
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remains = /obj/effect/decal/remains/human{color = rgb(114,228,250)}
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