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Bubberstation/code/modules/meteors/meteor_waves.dm
SkyratBot ef760e10cd [MIRROR] Revamps irradiated meteor effects (#26881)
* Revamps irradiated meteor effects (#81941)

## About The Pull Request

Irradiated meteors have been given a little tune-up, because they are
kind of underwhelming right now.

Presently, they do less damage than a standard meteor. At some point its
impact effect was reduced to a single radiation pulse (which does
absolutely nothing).

Now, they hit harder, deeper, and leave behind a pile of radioactive
sludge. Let's see how it looks:

![image](https://github.com/tgstation/tgstation/assets/28870487/d4670bc7-fe42-4f6b-ab1b-b56f55b1b12e)

Oof, wouldn't want that hitting MY department!

You'll have to clean up the radioactive sludge, and should probably wear
protective equipment while doing so. Also, they will show up slightly
less often now, as they are more threatening now.
## Why It's Good For The Game

Re-implements Flavor for an effect that lost its taste since being added
10 years ago. An irradiated meteor doesn't do anything besides look
pretty and green right now.

Currently irradiated meteors are really boring and not threatening --
antithetical to the idea of a "radioactive meteor". Now, there's a much
more interactive and measurable impact when one hits.
## Changelog
🆑 Rhials
balance: Irradiated meteors now hit harder and leave behind radioactive
goop.
/🆑

* Revamps irradiated meteor effects

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-15 16:12:13 -04:00

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GLOBAL_VAR_INIT(meteor_wave_delay, 625) //minimum wait between waves in tenths of seconds
//set to at least 100 unless you want evarr ruining every round
// This spelling mistake? Name? is older then git, I'm scared to touch it
//Meteors probability of spawning during a given wave
GLOBAL_LIST_INIT(meteors_normal, list(/obj/effect/meteor/dust=3, /obj/effect/meteor/medium=8, /obj/effect/meteor/big=3, \
/obj/effect/meteor/flaming=1, /obj/effect/meteor/irradiated=2, /obj/effect/meteor/carp=1, /obj/effect/meteor/bluespace=1, \
/obj/effect/meteor/banana=1, /obj/effect/meteor/emp = 1)) //for normal meteor event
GLOBAL_LIST_INIT(meteors_threatening, list(/obj/effect/meteor/medium=4, /obj/effect/meteor/big=8, /obj/effect/meteor/flaming=3, \
/obj/effect/meteor/irradiated=3, /obj/effect/meteor/cluster=1, /obj/effect/meteor/carp=1, /obj/effect/meteor/bluespace=2, /obj/effect/meteor/emp = 2)) //for threatening meteor event
GLOBAL_LIST_INIT(meteors_catastrophic, list(/obj/effect/meteor/medium=5, /obj/effect/meteor/big=75, \
/obj/effect/meteor/flaming=10, /obj/effect/meteor/irradiated=8, /obj/effect/meteor/cluster=8, /obj/effect/meteor/tunguska=1, \
/obj/effect/meteor/carp=2, /obj/effect/meteor/bluespace=10, /obj/effect/meteor/emp = 8)) //for catastrophic meteor event
GLOBAL_LIST_INIT(meateors, list(/obj/effect/meteor/meaty=5, /obj/effect/meteor/meaty/xeno=1)) //for meaty ore event
GLOBAL_LIST_INIT(meteors_dust, list(/obj/effect/meteor/dust=1)) //for space dust event
GLOBAL_LIST_INIT(meteors_stray, list(/obj/effect/meteor/medium=15, /obj/effect/meteor/big=10, \
/obj/effect/meteor/flaming=25, /obj/effect/meteor/irradiated=30, /obj/effect/meteor/carp=25, /obj/effect/meteor/bluespace=30, \
/obj/effect/meteor/banana=25, /obj/effect/meteor/meaty=10, /obj/effect/meteor/meaty/xeno=8, /obj/effect/meteor/emp = 30, \
/obj/effect/meteor/cluster=20, /obj/effect/meteor/tunguska=1)) //for stray meteor event (bigger numbers for a bit finer weighting)
GLOBAL_LIST_INIT(meteors_sandstorm, list(/obj/effect/meteor/sand=45, /obj/effect/meteor/dust=5)) //for sandstorm event
GLOBAL_LIST_INIT(meteorsSPOOKY, list(/obj/effect/meteor/pumpkin=1))