mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
Adds an easy bitrunning domain themed around sacrifing people, also makes digitital beings not care about death (#93546)
## About The Pull Request 1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with killing and sacrificing simulated crew members. The domain has a few ways to conquer it, as you don't need to kill all the simulated crew members and there's some hidden loot to make use of It's an easy domain because - You have quite decent armor, - The mobs are pretty unintelligent, - You can always fall back and heal passively on the rust tiles - There are many ways to tackle it Though it's not a complete pushover, the mobs can still overwhelm you if you're not careful. <img width="440" height="347" alt="image" src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164" /> 2. Virtual beings are given a minor positive moodlet for killing people instead of a negative one ## Why It's Good For The Game 1. I thought it'd be kinda fun if we had antag-themed domains which soft-explains the gameplay loops or mechanics of certain antags, in this case, heretics sacrificing people 2. You don't feel remorse for killing people in video games, right anon? ## Changelog 🆑 Melbert add: Added a new easy difficulty bitrunning domain, "Heretical Hunt" add: Digital mobs receive positive moodlets for killing people rather than negative fix: Madness Mask no longer affects corpses fix: Fixed some heretic runtimes /🆑
This commit is contained in:
@@ -88,3 +88,21 @@
|
||||
name = JOB_BITRUNNER
|
||||
outfit = /datum/outfit/job/bitrunner
|
||||
icon_state = "corpsecargotech"
|
||||
|
||||
/obj/effect/mob_spawn/corpse/human/cmo
|
||||
name = JOB_CHIEF_MEDICAL_OFFICER
|
||||
outfit = /datum/outfit/job/cmo
|
||||
icon_state = "corpsedoctor"
|
||||
|
||||
/obj/effect/mob_spawn/corpse/human/ce
|
||||
name = JOB_CHIEF_ENGINEER
|
||||
outfit = /datum/outfit/job/ce
|
||||
icon_state = "corpseengineer"
|
||||
|
||||
/obj/effect/mob_spawn/corpse/human/secoff
|
||||
name = JOB_SECURITY_OFFICER
|
||||
outfit = /datum/outfit/job/security
|
||||
|
||||
/obj/effect/mob_spawn/corpse/human/hos
|
||||
name = JOB_HEAD_OF_SECURITY
|
||||
outfit = /datum/outfit/job/hos
|
||||
|
||||
@@ -331,6 +331,7 @@
|
||||
spawned_human.Drain()
|
||||
else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
|
||||
spawned_human.cure_husk()
|
||||
spawned_human.job = name
|
||||
|
||||
/obj/effect/mob_spawn/corpse/human/equip(mob/living/carbon/human/spawned_human)
|
||||
. = ..()
|
||||
|
||||
Reference in New Issue
Block a user