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## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑
15 lines
540 B
Plaintext
15 lines
540 B
Plaintext
/datum/ai_planning_subtree/climb_trees
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///chance to climb a tree
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var/climb_chance = 35
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/datum/ai_planning_subtree/climb_trees/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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if(!SPT_PROB(climb_chance, seconds_per_tick))
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return
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if(controller.blackboard_key_exists(BB_CLIMBED_TREE))
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controller.queue_behavior(/datum/ai_behavior/climb_tree, BB_CLIMBED_TREE)
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return SUBTREE_RETURN_FINISH_PLANNING
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controller.queue_behavior(/datum/ai_behavior/find_and_set/valid_tree, BB_CLIMBED_TREE, /obj/structure/flora/tree)
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