Commit Graph

4 Commits

Author SHA1 Message Date
SkyratBot ff46f9c979 [MIRROR] Basic Constructs: Proteon [MDB IGNORE] (#24729)
* Basic Constructs: Proteon (#79425)

## About The Pull Request

Last one! Makes proteons into a basic mob, and completely removes the
simple_animal construct supertype.

Proteons aren't really designed to be played by a player, instead being
a nuisance mapped into various ruins and traps. As such, they don't
really have any special abilities. Instead, the hostile variant has a
somewhat unique behavior. They'll viciously attack anyone who comes
close, but, being frail little cowards, if a proteon takes damage it
will immediately flee. After a random period between 2 and 4 seconds, it
will stop fleeing and come back for more.

In addition to this, a few other things have been done, some only
related because they're in files I touched.
- Moved proteons from the file for the Cleric's Den to their own file in
the basic constructs folder. Given that they're used in several
different ruins, they might as well not just be in the file for one.
- Simple constructs have been cut, and with them the procs for
healing/repairing on shades and cult structures, as those are no longer
needed.
- Because I was touching it anyway, I touched up the file for trap
structures. They no longer use any one-letter variable names, and time
is now universally listed in seconds rather than deciseconds in that
file.
- I removed a completely unused blackboard key from ice demons. This is
something I noticed due to a change I ended up not making while working
on proteon AI, but I figured I might as well leave it gone.
## Why It's Good For The Game

Kills the last three simple construct typepaths, bringing us to the
destined 19 removed. Huzzah!

The proteon AI routine should inject a little spice into fighting
proteons, especially for the unprepared - unlike many mobs, they won't
stand there and take it if you decide to fight back, but you can never
safely ignore them when they run away. They still aren't particularly
dangerous.
## Changelog
🆑
refactor: Proteon constructs now use the basic mob framework. The ones
encountered in ruins are a bit flightier now, and will briefly flee
combat if attacked - only so that they can return and menace you again
soon after. Please report any bugs.
/🆑

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Co-authored-by: san7890 <the@ san7890.com>

* Basic Constructs: Proteon

* Update defcon2.dmm

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Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-01 20:04:55 -04:00
SkyratBot 9faf2a16ec [MIRROR] Removes bepis Techweb and reworks tech disks in general [MDB IGNORE] (#20102)
* Removes bepis Techweb and reworks tech disks in general

* e

Co-Authored-By: san7890 <the@san7890.com>

* e

* it will be done

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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-29 22:19:32 +01:00
SkyratBot b1bd40e760 [MIRROR] [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> [MDB IGNORE] (#15362)
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>

* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again

* Fixed a bunch of info variables in map files

* Alright this is why I wanted this merged yesterday

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-04 15:50:15 +01:00
SkyratBot 8d3cddc6a8 [MIRROR] NukeOps Firebase Rework [MDB IGNORE] (#12861)
* NukeOps Firebase Rework (#66149)

Attention Recruit: Welcome to Firebase Balthazord
Here you will lean how to:
-Kill corpo scum
-Kill corpo scum
-Kill corpo scu-

This has been on my docket for months. Ever since gave the Holding Facility a much needed facelift. I have been eyeballing the nukie base, waiting for that stroke of inspiration to hit me. It finally did. Gone are the aging walls of the old encampment. Nukies finally have what well-funded corpo-terrorists always dream of- a home.

It's more than a Home. This is a sweeping rework that is part of a series of reworks to revisit old locations and not only bring them up to date with our current asset roster, but to make them properly belong within the game world. The Nuke-Ops base may ultimately be a tiny chunk of the overall SS13 experience, but I'll be damned if it isn't a defining one. It's also a location that has the capacity to do one thing that I have always wanted to do. Purchase Property. You heard me right, you get to buy rooms now. The newly expanded Nuke-Ops base features, with @ Mothblocks blessing, further expansions that you can purchase from your local Syndicate Uplink. Spend your TC, expand your capabilities, and utilize your expertise in order to create
the most mind-boggling disky heists there are.

Possible expansions to your terrorism suite include:
-Ordinance Lab
-Bio-Terrorism Lab
-Chemical Manufacturing Plant

Definite expansions to your Nuke-Ops Firebase include:
-Crew Bunks
-Lab Wing
-War Table
-Upgraded "Disembarkment" Bay"

* NukeOps Firebase Rework

* Update CentCom_skyrat.dmm

Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-19 19:24:27 +01:00