AnomalousWeatherUpdate 2.1 (#8808)

This commit is contained in:
FluffMedic
2024-08-23 08:20:43 -04:00
committed by GitHub
parent cff93e27e5
commit 36b99078ba
2 changed files with 329 additions and 387 deletions

View File

@@ -9,7 +9,103 @@
grab_resist = 100
devourable = 0
faction = "Weather_Boss"
var/weatherprojectile = /obj/item/projectile/energy/phase/bolt
/mob/living/simple_mob/vore/weatherbeast/proc/up_up(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/up_up_left(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x-1, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/up_up_left_left(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x-2, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/up_up_right(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x+1, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/up_up_right_right(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x+2, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/up_right_right(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x+2, src.y+1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/up_left_left(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x-2, src.y+1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/left_left(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x-2, src.y, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/right_right(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x+2, src.y, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/down_down(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/down_down_left(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x-1, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/down_down_left_left(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x-2, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/down_down_right(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x+1, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/down_down_right_right(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x+2, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/down_right_right(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x+2, src.y-1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/proc/down_left_left(atom/target)
var/obj/item/projectile/P = new weatherprojectile(get_turf(src))
var/turf = locate(src.x-2, src.y-1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
//Sup, trying to be better with commenting of my code and explain the oddities behind myself. Several may seem off
//A bit ago I added rare anomalous weather with the intent to add some creatures to summon during them, and well here they are.
@@ -22,8 +118,8 @@
/mob/living/simple_mob/vore/weatherbeast/sandstorm //slow but endless hunter
name = "fossil tank"
desc = "A large metal tank."
health = 300 //15 laser shots
maxHealth = 300 //15 laser shots, assuming no armor
health = 800
maxHealth = 800
armor = list(melee = 40, bullet = 40, laser = 40, energy = 40, bomb = 50, bio = 100, rad = 100) //No thematics but I like boss critters to take a bit
icon_state = "rex"
melee_attack_delay = 0.5 SECOND
@@ -72,92 +168,28 @@
/mob/living/simple_mob/vore/weatherbeast/sandstorm/do_special_attack(atom/A)
if(health < maxHealth*0.25)
visible_message(span_orange("<B>The fossil tank begins self repairs!.</B>"))
sleep(3)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(1)
adjustBruteLoss(-40)
adjustFireLoss(-40)
adjustToxLoss(-40)
adjustOxyLoss(-40)
adjustCloneLoss(-40)
sleep(30)
for(var/i =1 to 10)
adjustBruteLoss(-100)
adjustFireLoss(-100)
sleep(15)
adjustBruteLoss(-100)
adjustFireLoss(-100)
else
Beam(A, icon_state = "sat_beam", time = 2.5 SECONDS, maxdistance = INFINITY)
sleep(30)
var/obj/item/projectile/P = new /obj/item/projectile/beam/stun(get_turf(src))
var/obj/item/projectile/P = new /obj/item/projectile/beam/lightning(get_turf(src))
P.launch_projectile(A, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/acidrain //acidrain
name = "toxic jellyfish"
desc = "A glowing green jellyfish"
health = 300 //15 laser shots
maxHealth = 300 //15 laser shots, assuming no armor
health = 700 //15 laser shots
maxHealth = 700 //15 laser shots, assuming no armor
armor = list(melee = 60, bullet = 60, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 100) //So, it's made of jelly. Bullets and melee bounces off of it. The 20 laser and energy are for a smidge extra tankny because I savour endurance fights
icon_state = "jellyfish"
icon_state = "jellyfish_dead"
movement_cooldown = -2
damage_fatigue_mult = 0 //It's a mutant jellyfish boss mob.
glow_color = "#14ff20"
@@ -182,10 +214,11 @@
L.adjustHalLoss(20)
/mob/living/simple_mob/vore/weatherbeast/acidrain/do_special_attack(atom/A)
if(nutrition > 400)
if(nutrition > 1100)
visible_message(span_orange("<B>The giant jellyfish begins to regenerate!.</B>"))
adjustBruteLoss(-300)
adjustFireLoss(-300)
adjust_nutrition(-500)
else
return
@@ -193,10 +226,13 @@
..()
if(istype(P, /obj/item/projectile/energy))
projectiletype = /obj/item/projectile/energy/declone
adjust_nutrition(-50)
if(istype(P, /obj/item/projectile/bullet))
projectiletype = /obj/item/projectile/energy/bolt
adjust_nutrition(-50)
if(istype(P, /obj/item/projectile/beam))
projectiletype = /obj/item/projectile/beam/gamma
adjust_nutrition(-50)
/mob/living/simple_mob/vore/weatherbeast/acidrain/handle_special()
if(stat != DEAD)
@@ -216,7 +252,7 @@
L.add_modifier(/datum/modifier/poisoned/weak/acid, 12, src)
/datum/modifier/poisoned/weak/acid //Getting multiple of this will destroy you swiftly.
incoming_tox_damage_percent = 1.2
incoming_tox_damage_percent = 1.5
/datum/ai_holder/simple_mob/intentional/dark_stranger
use_astar = TRUE
@@ -243,17 +279,19 @@
/mob/living/simple_mob/vore/weatherbeast/darkmist //the dark mist
name = "strange figure"
desc = "A figure cloaked in purple."
health = 300 //15 laser shots
maxHealth = 300 //15 laser shots, assuming no armor
health = 700
maxHealth = 700
armor = list(melee = 20, bullet = 20, laser = 60, energy = 60, bomb = 50, bio = 100, rad = 100) //Is use to manpulation of strange energies
icon_state = "stranger"
icon_dead = "stranger_dead"
ai_holder_type = /datum/ai_holder/simple_mob/intentional/dark_stranger
damage_fatigue_mult = 0
movement_cooldown = -1
special_attack_min_range = 1
special_attack_max_range = 7
special_attack_cooldown = 10 SECONDS
special_attack_cooldown = 0.5 SECONDS
projectiletype = /obj/item/projectile/energy/mob/precursor
weatherprojectile = /obj/item/projectile/energy/mob/precursor
var/attack_cycle = 1
/obj/item/projectile/bullet/precursorburst
@@ -284,232 +322,230 @@
//The way too many special attacks for one boss
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/close_range(atom/target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/close_range(atom/target) //when things are close, going to do pure lasers
weatherprojectile = /obj/item/projectile/beam/precursor
if(attack_cycle == 1)
fake_pulse(target)
close_one(target)
else if(attack_cycle == 2)
cross_beam(target)
close_two(target)
else if(attack_cycle == 3)
x_beam(target)
close_three(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/bullet_wave(atom/target)
if(attack_cycle == 1)
bullet_storm(target)
else if(attack_cycle == 2)
laser_grenade(target)
else if(attack_cycle == 3)
laser_shotgun(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/phase_two(atom/target)
if(attack_cycle == 1)
dodge_this(target)
else if(attack_cycle == 2)
pulse_spam(target)
else if(attack_cycle == 3)
influx_wave(target)
//close range attacks.
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/fake_pulse(atom/target)
Beam(target, icon_state = "sat_beam", time = 1.5 SECONDS, maxdistance = INFINITY)
sleep(20)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/normal_one(atom/target) //we attempt to be a machine gun
icon_state = "stranger_one"
Beam(target, icon_state = "sat_beam", time = 5 SECONDS, maxdistance = INFINITY)
var/obj/item/projectile/P = new /obj/item/projectile/energy/mob/precursor(get_turf(src))
sleep(5)
for(var/i =1 to 5)
P.launch_projectile(target, BP_TORSO, src)
sleep(5)
P.launch_projectile(, BP_TORSO, src)
attack_cycle = 2
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/cross_beam(atom/target) //Lasers in a cross
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow red!"))
sleep(15)
down_left_laser(target)
down_right_laser(target)
up_left_laser(target)
up_right_laser(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/normal_two(atom/target) //Get up/down or to the side
attack_cycle = 3
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/down_left_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x-1, src.y-1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/down_right_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x+1, src.y-1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/up_left_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x-1, src.y+1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/up_right_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x+1, src.y+1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/x_beam(atom/target) //Lasers in an X
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow blue!"))
sleep(15)
south_laser(target)
north_laser(target)
east_laser(target)
west_laser(target)
attack_cycle = 1
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/south_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x, src.y-1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/north_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x, src.y+1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/east_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x+1, src.y, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/west_laser(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
var/turf = locate(src.x-1, src.y, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
//BH based attacks
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/bullet_storm(atom/target) //Storm of lasers
var/obj/item/projectile/P = new /obj/item/projectile/bullet/precursorburst(get_turf(src))
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to widly spin!"))
sleep(20)
P.launch_projectile(target, BP_TORSO, src)
sleep(30)
P.launch_projectile(target, BP_TORSO, src)
sleep(30)
P.launch_projectile(target, BP_TORSO, src)
attack_cycle = 2
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/laser_grenade(atom/target)
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow green!"))
sleep(20)
icon_state = "stranger_three"
sleep(10)
if(prob(50))
north_laser(target)
sleep(10)
up_right_laser(target)
sleep(10)
east_laser(target)
sleep(10)
down_right_laser(target)
sleep(10)
south_laser(target)
sleep(10)
down_left_laser(target)
sleep(10)
west_laser(target)
sleep(10)
up_left_laser(target)
attack_cycle = 2
up_up(target)
up_up_left(target)
up_up_right(target)
down_down(target)
down_down_right(target)
down_down_left(target)
else
north_laser(target)
sleep(10)
up_left_laser(target)
sleep(10)
west_laser(target)
sleep(10)
down_left_laser(target)
sleep(10)
south_laser(target)
sleep(10)
down_right_laser(target)
sleep(10)
east_laser(target)
sleep(10)
up_right_laser(target)
attack_cycle = 3
up_left_left(target)
left_left(target)
down_left_left(target)
down_right_right(target)
up_right_right(target)
right_right(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/laser_shotgun(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/bullet/precursorburst/shotgun(get_turf(src))
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow bright purple!"))
sleep(20) //A build up before the BH.
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/normal_three(atom/target) //Yes
icon_state = "stranger_five"
sleep(10)
P.launch_projectile(target, BP_TORSO, src)
sleep(10)
P.launch_projectile(target, BP_TORSO, src)
up_left_left(target)
left_left(target)
down_left_left(target)
down_right_right(target)
up_right_right(target)
right_right(target)
up_up(target)
up_up_left(target)
up_up_right(target)
down_down(target)
down_down_right(target)
down_down_left(target)
down_down_left_left(target)
down_down_right_right(target)
up_up_right_right(target)
up_up_left_left(target)
attack_cycle = 1
//Phase two attacks. This names are from a previous draft and I laugh at them so they're staying.
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/dodge_this(atom/target) //two spinny laser wheels of death
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow orange!"))
sleep(20)
north_laser(target)
south_laser(target)
sleep(10)
down_right_laser(target)
up_left_laser(target)
sleep(10)
west_laser(target)
east_laser(target)
sleep(10)
up_right_laser(target)
down_left_laser(target)
sleep(10)
north_laser(target)
south_laser(target)
sleep(10)
down_right_laser(target)
up_left_laser(target)
sleep(10)
west_laser(target)
east_laser(target)
sleep(10)
up_right_laser(target)
down_left_laser(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/bullet_wave(atom/target) //when long away, projectiles.
weatherprojectile = /obj/item/projectile/energy/mob/precursor
if(attack_cycle == 1)
normal_one(target)
else if(attack_cycle == 2)
normal_two(target)
else if(attack_cycle == 3)
normal_three(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/close_one(atom/target) //Firing a laser
icon_state = "stranger_two"
Beam(target, icon_state = "sat_beam", time = 5 SECONDS, maxdistance = INFINITY)
var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
sleep(25)
P.launch_projectile(target, BP_TORSO, src)
attack_cycle = 2
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/pulse_spam(atom/target) //x laser, and cross laser followed by a flower.
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow silver!"))
sleep(20)
south_laser(target)
north_laser(target)
east_laser(target)
west_laser(target)
sleep(20)
down_left_laser(target)
down_right_laser(target)
up_left_laser(target)
up_right_laser(target)
sleep(20)
south_laser(target)
north_laser(target)
east_laser(target)
west_laser(target)
down_left_laser(target)
down_right_laser(target)
up_left_laser(target)
up_right_laser(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/close_two(atom/target) //Does either an X or a cross
attack_cycle = 3
icon_state = "stranger_four"
sleep(10)
if(prob(50))
up_up_left_left(target)
up_up_right_right(target)
down_down_left_left(target)
down_down_right_right(target)
else
up_up(target)
down_down(target)
left_left(target)
right_right(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/close_three(atom/target)
icon_state = "stranger_six"
sleep(10)
up_up_left_left(target)
down_down_right_right(target)
sleep(5)
up_left_left(target)
down_right_right(target)
sleep(5)
left_left(target)
right_right(target)
sleep(5)
down_left_left(target)
up_right_right(target)
sleep(5)
down_down_left_left(target)
up_up_right_right(target)
sleep(5)
down_down_left(target)
up_up_right(target)
sleep(5)
down_down(target)
up_up(target)
sleep(5)
down_down_left(target)
up_up_right(target)
attack_cycle = 1
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/phase_two(atom/target) //phase two we just mix and and match.
if(attack_cycle == 1)
phasetwo_one(target)
else if(attack_cycle == 2)
phasetwo_two(target)
else if(attack_cycle == 3)
phasetwo_three(target)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/phasetwo_one(atom/target) //Lighting
icon_state = "stranger_eight"
Beam(target, icon_state = "sat_beam", time = 5 SECONDS, maxdistance = INFINITY)
var/obj/item/projectile/P = new /obj/item/projectile/beam/chain_lightning(get_turf(src))
sleep(5)
P.launch_projectile(target, BP_TORSO, src)
attack_cycle = 2
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/phasetwo_two(atom/target) //four spinny lasers. However lesser damage projectile
weatherprojectile = /obj/item/projectile/beam/inversion
icon_state = "stranger_seven"
sleep(10)
up_up_left_left(target)
down_down_right_right(target)
down_down_left_left(target)
up_up_right_right(target)
sleep(5)
up_left_left(target)
down_right_right(target)
down_down_left_left(target)
up_up_right(target)
sleep(5)
down_down(target)
up_up(target)
left_left(target)
right_right(target)
sleep(5)
down_left_left(target) //test
up_right_right(target)
down_down_left(target)
up_up_right(target)
sleep(5)
up_up_left_left(target)
down_down_right_right(target)
down_down_left_left(target)
up_up_right_right(target)
sleep(5)
up_left_left(target)
down_right_right(target)
down_down_left_left(target)
up_up_right_right(target)
sleep(5)
down_down(target)
up_up(target)
left_left(target)
right_right(target)
sleep(5)
down_left_left(target)
up_right_right(target)
down_down_left(target)
up_up_right(target)
attack_cycle = 3
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/influx_wave(atom/target) //X and cross laser patterns paired with shotgun blasts
var/obj/item/projectile/P = new /obj/item/projectile/bullet/precursorburst/shotgun(get_turf(src))
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow pink!"))
sleep(20)
down_left_laser(target)
down_right_laser(target)
up_left_laser(target)
up_right_laser(target)
P.launch_projectile(target, BP_TORSO, src)
sleep(20)
south_laser(target)
north_laser(target)
east_laser(target)
west_laser(target)
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/phasetwo_three(atom/target) //and reverse with a dangerous projectile
weatherprojectile = /obj/item/projectile/beam/crippling_beam
icon_state = "stranger_nine"
sleep(10)
down_left_left(target)
up_right_right(target)
down_down_left(target)
up_up_right(target)
sleep(5)
down_down(target)
up_up(target)
left_left(target)
right_right(target)
sleep(5)
up_left_left(target)
down_right_right(target)
down_down_left_left(target)
up_up_right_right(target)
sleep(5)
up_up_left_left(target)
down_down_right_right(target)
down_down_left_left(target)
up_up_right_right(target)
sleep(5)
down_left_left(target)
up_right_right(target)
down_down_left(target)
up_up_right(target)
sleep(5)
down_down(target)
up_up(target)
left_left(target)
right_right(target)
sleep(5)
up_left_left(target)
down_right_right(target)
down_down_left(target)
up_up_right(target)
sleep(5)
up_up_left_left(target)
down_down_right_right(target)
down_down_left_left(target)
up_up_right_right(target)
attack_cycle = 1
//Note to future self, alter this one later to match the one up above when energy returns.
@@ -520,6 +556,7 @@
maxHealth = 300
armor = list(melee = 40, bullet = 40, laser = 40, energy = 40, bomb = 50, bio = 100, rad = 100)
icon_state = "astral_sniper"
icon_dead = "astral_sniper_dead"
ai_holder_type = /datum/ai_holder/simple_mob/intentional/dark_stranger
damage_fatigue_mult = 0
movement_cooldown = -1
@@ -527,6 +564,7 @@
special_attack_max_range = 7
special_attack_cooldown = 10 SECONDS
projectiletype = /obj/item/projectile/energy/astralrail
weatherprojectile = /obj/item/projectile/energy/astralrail
/mob/living/simple_mob/vore/weatherbeast/starsky/do_special_attack(atom/A)
@@ -539,102 +577,6 @@
if(I_GRAB)
phase_two(A)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/up_up(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/up_up_left(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x-1, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/up_up_left_left(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x-2, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/up_up_right(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x+1, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/up_up_right_right(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x+2, src.y+2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/up_right_right(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x+2, src.y+1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/up_left_left(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x-2, src.y+1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/left_left(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x-2, src.y, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/right_right(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x+2, src.y, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/down_down(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/down_down_left(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x-1, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/down_down_left_left(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x-2, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/down_down_right(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x+1, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/down_down_right_right(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x+2, src.y-2, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/down_right_right(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x+2, src.y-1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/down_left_left(atom/target)
var/obj/item/projectile/P = new /obj/item/projectile/energy/astralrail(get_turf(src))
var/turf = locate(src.x-2, src.y-1, src.z)
target = turf
P.launch_projectile(target, BP_TORSO, src)
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/close_wave(atom/target) //bullet pattern when folks up close
down_down_right_right(target)

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