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