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58501dce77
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
91 lines
3.8 KiB
Plaintext
91 lines
3.8 KiB
Plaintext
/mob/living/basic/wizard
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name = "Space Wizard"
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desc = "A wizard is never early. Nor is he late. He arrives exactly at the worst possible moment."
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icon = 'icons/mob/simple/simple_human.dmi'
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icon_state = "wizard"
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icon_living = "wizard"
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icon_dead = "wizard_dead"
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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sentience_type = SENTIENCE_HUMANOID
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speed = 0
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maxHealth = 100
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health = 100
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melee_damage_lower = 5
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melee_damage_upper = 5
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attack_verb_continuous = "punches"
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attack_verb_simple = "punch"
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attack_sound = 'sound/items/weapons/punch1.ogg'
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combat_mode = TRUE
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habitable_atmos = list("min_oxy" = 5, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
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unsuitable_atmos_damage = 7.5
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faction = list(ROLE_WIZARD)
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basic_mob_flags = DEL_ON_DEATH
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ai_controller = /datum/ai_controller/basic_controller/wizard
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/// A list of possible wizard corpses, and therefore wizard outfits, to select from
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var/static/list/wizard_outfits = list(
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/obj/effect/mob_spawn/corpse/human/wizard = 5,
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/obj/effect/mob_spawn/corpse/human/wizard/red = 3,
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/obj/effect/mob_spawn/corpse/human/wizard/yellow = 3,
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/obj/effect/mob_spawn/corpse/human/wizard/black = 3,
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/obj/effect/mob_spawn/corpse/human/wizard/marisa = 1,
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//The tape wizard should go here, but its hat doesn't render correctly for some reason.
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)
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/// A specified wizard corpse spawner to use. If null, picks from the list above instead.
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var/selected_outfit
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/// Typepath for the wizard's targeted spell. If null, selects randomly.
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var/targeted_spell_path
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/// List of possible targeted spells to pick from
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var/static/list/targeted_spell_list = list(
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/datum/action/cooldown/spell/pointed/projectile/fireball/lesser,
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/datum/action/cooldown/spell/pointed/projectile/lightningbolt,
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)
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/// Typepath for the wizard's secondary spell. If null, selects randomly.
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var/secondary_spell_path
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/// List of possible secondary spells to pick from
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var/static/list/secondary_spell_list = list(
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/datum/action/cooldown/spell/aoe/magic_missile,
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/datum/action/cooldown/spell/charged/beam/tesla,
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/datum/action/cooldown/spell/aoe/repulse,
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/datum/action/cooldown/spell/conjure/the_traps,
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)
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/mob/living/basic/wizard/Initialize(mapload)
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. = ..()
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if(!selected_outfit)
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selected_outfit = pick_weight(wizard_outfits)
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apply_dynamic_human_appearance(src, mob_spawn_path = selected_outfit, r_hand = /obj/item/staff)
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var/list/remains = string_list(list(
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selected_outfit,
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/obj/item/staff
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))
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AddElement(/datum/element/death_drops, remains)
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AddElement(/datum/element/footstep, footstep_type = FOOTSTEP_MOB_SHOE)
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if(isnull(targeted_spell_path))
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targeted_spell_path = pick(targeted_spell_list)
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if(isnull(secondary_spell_path))
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secondary_spell_path = pick(secondary_spell_list)
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var/datum/action/cooldown/spell/targeted_spell = new targeted_spell_path(src)
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targeted_spell.spell_requirements &= ~(SPELL_REQUIRES_HUMAN|SPELL_REQUIRES_WIZARD_GARB|SPELL_REQUIRES_MIND)
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targeted_spell.Grant(src)
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ai_controller.set_blackboard_key(BB_WIZARD_TARGETED_SPELL, targeted_spell)
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var/datum/action/cooldown/spell/secondary_spell = new secondary_spell_path(src)
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secondary_spell.spell_requirements &= ~(SPELL_REQUIRES_HUMAN|SPELL_REQUIRES_WIZARD_GARB|SPELL_REQUIRES_MIND)
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secondary_spell.Grant(src)
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ai_controller.set_blackboard_key(BB_WIZARD_SECONDARY_SPELL, secondary_spell)
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var/datum/action/cooldown/spell/teleport/radius_turf/blink/lesser/blink_spell = new(src)
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blink_spell.Grant(src)
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ai_controller.set_blackboard_key(BB_WIZARD_BLINK_SPELL, blink_spell)
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/// Uses the colors and loadout of the original wizard simplemob
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/mob/living/basic/wizard/classic
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selected_outfit = /obj/effect/mob_spawn/corpse/human/wizard
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targeted_spell_path = /datum/action/cooldown/spell/pointed/projectile/fireball/lesser
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secondary_spell_path = /datum/action/cooldown/spell/aoe/magic_missile
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