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* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
58 lines
2.0 KiB
Plaintext
58 lines
2.0 KiB
Plaintext
/datum/round_event_control/wizard/magicarp //these fish is loaded
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name = "Magicarp"
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weight = 1
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typepath = /datum/round_event/wizard/magicarp
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max_occurrences = 1
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earliest_start = 0
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/datum/round_event/wizard/magicarp
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announceWhen = 3
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startWhen = 50
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/datum/round_event/wizard/magicarp/setup()
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startWhen = rand(40, 60)
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/datum/round_event/wizard/magicarp/announce()
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priority_announce("Unknown magical entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
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/datum/round_event/wizard/magicarp/start()
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for(var/obj/effect/landmark/C in GLOB.landmarks_list)
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if(C.name == "carpspawn")
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if(prob(5))
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new /mob/living/simple_animal/hostile/carp/ranged/chaos(C.loc)
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else
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new /mob/living/simple_animal/hostile/carp/ranged(C.loc)
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/mob/living/simple_animal/hostile/carp/ranged
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name = "magicarp"
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desc = "50% magic, 50% carp, 100% horrible."
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icon_state = "magicarp"
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icon_living = "magicarp"
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icon_dead = "magicarp_dead"
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icon_gib = "magicarp_gib"
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ranged = 1
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retreat_distance = 2
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minimum_distance = 0 //Between shots they can and will close in to nash
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projectiletype = /obj/item/projectile/magic
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projectilesound = 'sound/weapons/emitter.ogg'
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maxHealth = 50
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health = 50
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var/allowed_projectile_types = list(/obj/item/projectile/magic/change, /obj/item/projectile/magic/animate, /obj/item/projectile/magic/resurrection,
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/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
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/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage)
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/mob/living/simple_animal/hostile/carp/ranged/Initialize()
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projectiletype = pick(allowed_projectile_types)
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..()
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/mob/living/simple_animal/hostile/carp/ranged/chaos
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name = "chaos magicarp"
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desc = "50% carp, 100% magic, 150% horrible."
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color = "#00FFFF"
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maxHealth = 75
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health = 75
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/mob/living/simple_animal/hostile/carp/ranged/chaos/Shoot()
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projectiletype = pick(allowed_projectile_types)
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..()
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