Files
Bubberstation/code/modules/events/wizard/magicarp.dm
AcapitalA c3b8ac5544 Removes bolt of death from xenobiology magicarps. (#45800)
* Removes bolts of death from all magicarps.

The bolt of death has been removed from the Magicarp and Chaos Magicarp.

* Only xenobiology carps are affected.

Wizard event carps still got their bolts of death.

* Gives xenobiology magicarps the correct colors.

Fixes a would-be bug where xenobiology magicarps would have normal carp colors. - I really shouldn't have made a commit at 2AM while being tired as hell...

* Removes call with no recieving end. (probably)

Removed a ..() which led to nowhere.

* Adds empty space, removes a tab.

Removes a tab at 82. - Oops.

* Removes another call going nowhere.

Removed another ..(), but for the chaos variant this time. - Travis please I'm getting worried.

* Cleans up code a little.

Compressed code a bit more. - God I love redefines.

* Compresses the code even more.

Since procs inherit I managed to save some more space. - Thanks cobb.

* Stops tracker from tracking nonexistent changes.

It's the same list as before this PR now.
2019-08-12 20:25:36 -07:00

73 lines
3.0 KiB
Plaintext

/datum/round_event_control/wizard/magicarp //these fish is loaded
name = "Magicarp"
weight = 1
typepath = /datum/round_event/wizard/magicarp
max_occurrences = 1
earliest_start = 0 MINUTES
/datum/round_event/wizard/magicarp
announceWhen = 3
startWhen = 50
/datum/round_event/wizard/magicarp/setup()
startWhen = rand(40, 60)
/datum/round_event/wizard/magicarp/announce(fake)
priority_announce("Unknown magical entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
/datum/round_event/wizard/magicarp/start()
for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
if(prob(5))
new /mob/living/simple_animal/hostile/carp/ranged/chaos(C.loc)
else
new /mob/living/simple_animal/hostile/carp/ranged(C.loc)
/mob/living/simple_animal/hostile/carp/ranged
name = "magicarp"
desc = "50% magic, 50% carp, 100% horrible."
icon_state = "magicarp"
icon_living = "magicarp"
icon_dead = "magicarp_dead"
icon_gib = "magicarp_gib"
ranged = 1
retreat_distance = 2
minimum_distance = 0 //Between shots they can and will close in to nash
projectiletype = /obj/item/projectile/magic
projectilesound = 'sound/weapons/emitter.ogg'
maxHealth = 50
health = 50
gold_core_spawnable = NO_SPAWN
random_color = FALSE
var/allowed_projectile_types = list(/obj/item/projectile/magic/change, /obj/item/projectile/magic/animate, /obj/item/projectile/magic/resurrection,
/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage)
/mob/living/simple_animal/hostile/carp/ranged/Initialize()
projectiletype = pick(allowed_projectile_types)
. = ..()
/mob/living/simple_animal/hostile/carp/ranged/chaos
name = "chaos magicarp"
desc = "50% carp, 100% magic, 150% horrible."
color = "#00FFFF"
maxHealth = 75
health = 75
gold_core_spawnable = NO_SPAWN
/mob/living/simple_animal/hostile/carp/ranged/chaos/Shoot()
projectiletype = pick(allowed_projectile_types)
..()
/mob/living/simple_animal/hostile/carp/ranged/xenobiology // these are for the xenobio gold slime pool
gold_core_spawnable = HOSTILE_SPAWN
allowed_projectile_types = list(/obj/item/projectile/magic/change, /obj/item/projectile/magic/animate, /obj/item/projectile/magic/resurrection,
/obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball, /obj/item/projectile/magic/spellblade,
/obj/item/projectile/magic/arcane_barrage) //thanks Lett1
/mob/living/simple_animal/hostile/carp/ranged/chaos/xenobiology
gold_core_spawnable = HOSTILE_SPAWN
allowed_projectile_types = list(/obj/item/projectile/magic/change, /obj/item/projectile/magic/animate, /obj/item/projectile/magic/resurrection,
/obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball, /obj/item/projectile/magic/spellblade,
/obj/item/projectile/magic/arcane_barrage)