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Bubberstation/code/__DEFINES/anomaly.dm
Time-Green a60ac1d855 Makes wild anomaly spawns more bearable (#87960)
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## About The Pull Request

- Material anomaly will now self-delete after 1-4 relocations
- Bioscrambler now has a countdown like all other anomalies
- Increased anomaly lifetime from 99 seconds to 120
- Adds some more detonation effects where there were none (see: I abuse
the circle effect jacq added (again))

## Why It's Good For The Game

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Material anomalies can wreak insane havok throughout the station if it's
not caught quickly. It's a cat and mouse game, which can get kinda
frustrating (flashbacks to trying to get the anomaly but it constantly
teleporting just before I get to it). I don't wanna kill the cat & mouse
game, but putting a limit on it so the entire station doesn't suffer
endlessly to pizza/snow/jungle toilets is a nice middle road.

Bioscramblers are actually beyond frustrating. If someone doesn't
immediately go for them, they'll start locking on and noclipping through
the entire station and mutating every single person for the rest of the
shift. This would probably be less bad if the bioscrambler couldn't give
every single organ (par some blacklisted), causing a lot of irreversible
damage, spontaneous combustions, glitches and creeping rare organs and
limbs into a round "for the lulz". (This doesn't fix the absolute organ
slop that they cause, but reworking bioscramblers not to be shit is for
later.)

I've also given anomalies 20 extra seconds of runtime. Anomalies take 99
seconds, take 30 to announce (for most), giving scientists 69 seconds to
get anomaly catching gear and navigate to the area and defuse it. It's
always felt like just barely too little time, often not getting the
anomaly even when I am beelining. It was usually enough from when we
just had meta, but we got bigger and bigger maps. It also gives them
more time to wreak havoc for chaos lovers.

## Changelog

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🆑
balance: Bioscramblers are no longer immortal
balance: Anomalies give 20 extra seconds to defuse! Or 20 extra seconds
for them to reach havoc...
balance: Material anomalies only teleport 1-4 times before detonating
/🆑

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2024-12-06 23:01:09 +01:00

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/**
* # Anomaly Defines
* This file contains defines for the random event anomaly subtypes.
*/
///Time in ticks before the anomaly goes poof/explodes depending on type.
#define ANOMALY_COUNTDOWN_TIMER (120 SECONDS)
/**
* Nuisance/funny anomalies
*/
///Time in seconds before anomaly spawns
#define ANOMALY_START_MEDIUM_TIME (6 EVENT_SECONDS)
///Time in seconds before anomaly is announced
#define ANOMALY_ANNOUNCE_MEDIUM_TIME (2 EVENT_SECONDS)
///Let them know how far away the anomaly is
#define ANOMALY_ANNOUNCE_MEDIUM_TEXT "long range scanners. Expected location:"
/**
* Chaotic but not harmful anomalies. Give the station a chance to find it on their own.
*/
///Time in seconds before anomaly spawns
#define ANOMALY_START_HARMFUL_TIME (2 EVENT_SECONDS)
///Time in seconds before anomaly is announced
#define ANOMALY_ANNOUNCE_HARMFUL_TIME (30 EVENT_SECONDS)
///Let them know how far away the anomaly is
#define ANOMALY_ANNOUNCE_HARMFUL_TEXT "localized scanners. Detected location:"
/**
* Anomalies that can fuck you up. Give them a bit of warning.
*/
///Time in seconds before anomaly spawns
#define ANOMALY_START_DANGEROUS_TIME (2 EVENT_SECONDS)
///Time in seconds before anomaly is announced
#define ANOMALY_ANNOUNCE_DANGEROUS_TIME (30 EVENT_SECONDS)
///Let them know how far away the anomaly is
#define ANOMALY_ANNOUNCE_DANGEROUS_TEXT "localized scanners. Detected location:"