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https://github.com/CHOMPStation2/CHOMPStation2.git
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Anomalous Weather Update 2.0 (#8602)
This commit is contained in:
@@ -0,0 +1,797 @@
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/mob/living/simple_mob/vore/weatherbeast //Mostly so mappers don't have to scroll through even more things
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icon = 'modular_chomp/icons/mob/starbeast.dmi'
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melee_damage_lower = 25
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melee_damage_upper = 25
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attack_armor_pen = 30
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heat_resist = 1
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cold_resist = 1
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melee_attack_delay = 1 SECOND
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grab_resist = 100
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devourable = 0
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faction = "Weather_Boss"
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//Sup, trying to be better with commenting of my code and explain the oddities behind myself. Several may seem off
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//A bit ago I added rare anomalous weather with the intent to add some creatures to summon during them, and well here they are.
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//The device to summon them, and a potential anomalous weather summoner is a diffrent file/pr.
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//Now the design goals.
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//The dark mist boss, a strange cloaked furball. Bullet hellish with a fair bit of tell.
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//The star sky boss, a mechanical worm. Trying to alter the work on the old worm code to make it function. May need it's own file.
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//The sandstorm boss. Dinosaur.
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//The acidrain boss. Either summoner, or ranged.
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/mob/living/simple_mob/vore/weatherbeast/sandstorm //slow but endless hunter
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name = "fossil tank"
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desc = "A large metal tank."
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health = 300 //15 laser shots
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maxHealth = 300 //15 laser shots, assuming no armor
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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
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icon_state = "rex"
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melee_attack_delay = 0.5 SECOND
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melee_damage_lower = 40 //Will murder you if you get within melee.
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melee_damage_upper = 40
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attack_armor_pen = 40
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damage_fatigue_mult = 1 //Does slowly pick up speed.
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injury_enrages = TRUE
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movement_cooldown = 3 //Kind of slow.
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ai_holder_type = /datum/ai_holder/simple_mob/fossiltank
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movement_shake_radius = 8
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taser_kill = FALSE
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poison_resist = 1.0
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shock_resist = -0.2
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special_attack_min_range = 1
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special_attack_max_range = 14 //The special attacks are more meant to pin you down or provide a healing to this tank.
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special_attack_cooldown = 10 SECONDS
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/datum/ai_holder/simple_mob/fossiltank
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use_astar = TRUE
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hostile = TRUE
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retaliate = TRUE
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mauling = TRUE
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unconscious_vore = TRUE
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vision_range = 100 //The entire gimmick of this thing is a slow moving, endless hunter. You shall not escape.
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respect_alpha = FALSE
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destructive = TRUE
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forgive_resting = FALSE
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/mob/living/simple_mob/vore/weatherbeast/sandstorm/updatehealth()
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. = ..()
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if(health < maxHealth*0.25)
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icon_state = "rex_25"
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icon_living = "rex_25"
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else if(health < maxHealth*0.5)
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icon_state = "rex_50"
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icon_living = "rex_50"
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else if (health < maxHealth*0.75)
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icon_state = "rex_75"
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icon_living = "rex_75"
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else if (health > maxHealth*0.75)
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icon_state = "rex"
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icon_living = "rex"
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/mob/living/simple_mob/vore/weatherbeast/sandstorm/do_special_attack(atom/A)
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if(health < maxHealth*0.25)
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visible_message(span_orange("<B>The fossil tank begins self repairs!.</B>"))
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sleep(3)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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sleep(1)
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adjustBruteLoss(-40)
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adjustFireLoss(-40)
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adjustToxLoss(-40)
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adjustOxyLoss(-40)
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adjustCloneLoss(-40)
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else
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Beam(A, icon_state = "sat_beam", time = 2.5 SECONDS, maxdistance = INFINITY)
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sleep(30)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/stun(get_turf(src))
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P.launch_projectile(A, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/acidrain //acidrain
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name = "toxic jellyfish"
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desc = "A glowing green jellyfish"
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health = 300 //15 laser shots
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maxHealth = 300 //15 laser shots, assuming no armor
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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
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icon_state = "jellyfish"
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movement_cooldown = -2
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damage_fatigue_mult = 0 //It's a mutant jellyfish boss mob.
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glow_color = "#14ff20"
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light_color = "#14ff20"
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glow_range = 7
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glow_intensity = 3
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special_attack_min_range = 1
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special_attack_max_range = 7
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special_attack_cooldown = 30 SECONDS
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ai_holder_type = /datum/ai_holder/simple_mob/melee/evasive/jellyfish
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//So this guy is gonna be funky. Their special attacks depend on their nutrition.
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nutrition = 250
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/mob/living/simple_mob/vore/weatherbeast/acidrain/apply_melee_effects(var/atom/A)
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if(isliving(A))
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var/mob/living/L = A
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if(L.nutrition)
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L.adjust_nutrition(-250)
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adjust_nutrition(250)
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if(prob(25))
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L.adjustHalLoss(20)
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/mob/living/simple_mob/vore/weatherbeast/acidrain/do_special_attack(atom/A)
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if(nutrition > 400)
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visible_message(span_orange("<B>The giant jellyfish begins to regenerate!.</B>"))
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adjustBruteLoss(-300)
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adjustFireLoss(-300)
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else
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return
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/mob/living/simple_mob/vore/weatherbeast/acidrain/bullet_act(obj/item/projectile/P)
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..()
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if(istype(P, /obj/item/projectile/energy))
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projectiletype = /obj/item/projectile/energy/declone
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if(istype(P, /obj/item/projectile/bullet))
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projectiletype = /obj/item/projectile/energy/bolt
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if(istype(P, /obj/item/projectile/beam))
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projectiletype = /obj/item/projectile/beam/gamma
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/mob/living/simple_mob/vore/weatherbeast/acidrain/handle_special()
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if(stat != DEAD)
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acid_aura()
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..()
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/mob/living/simple_mob/vore/weatherbeast/acidrain/proc/acid_aura()
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for(var/mob/living/L in view(7, src))
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if(L.stat == DEAD)
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continue
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if(IIsAlly(L))
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continue
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.isSynthetic())
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continue
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L.add_modifier(/datum/modifier/poisoned/weak/acid, 12, src)
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/datum/modifier/poisoned/weak/acid //Getting multiple of this will destroy you swiftly.
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incoming_tox_damage_percent = 1.2
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/datum/ai_holder/simple_mob/intentional/dark_stranger
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use_astar = TRUE
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var/closest_desired_distance = 4
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var/close_range_radius = 3
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/datum/ai_holder/simple_mob/intentional/dark_stranger/on_engagement(atom/A)
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if(get_dist(holder, A) > closest_desired_distance)
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holder.IMove(get_step_towards(holder, A))
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/datum/ai_holder/simple_mob/intentional/dark_stranger/pre_special_attack(atom/A)
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if(isliving(A))
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var/mob/living/target = A
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if(flee_when_dying && (holder.health / holder.getMaxHealth()) <= 0.4) //Phase two baby lets ago
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holder.a_intent = I_GRAB
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if(get_dist(target, holder) <= close_range_radius) //So doing a BH tradditonally when they're super close would feel a smidge unfair so get away attacks
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holder.a_intent = I_DISARM
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else
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holder.a_intent = I_HURT
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/mob/living/simple_mob/vore/weatherbeast/darkmist //the dark mist
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name = "strange figure"
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desc = "A figure cloaked in purple."
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health = 300 //15 laser shots
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maxHealth = 300 //15 laser shots, assuming no armor
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armor = list(melee = 20, bullet = 20, laser = 60, energy = 60, bomb = 50, bio = 100, rad = 100) //Is use to manpulation of strange energies
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icon_state = "stranger"
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ai_holder_type = /datum/ai_holder/simple_mob/intentional/dark_stranger
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damage_fatigue_mult = 0
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movement_cooldown = -1
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special_attack_min_range = 1
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special_attack_max_range = 7
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special_attack_cooldown = 10 SECONDS
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projectiletype = /obj/item/projectile/energy/mob/precursor
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var/attack_cycle = 1
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/obj/item/projectile/bullet/precursorburst
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use_submunitions = 1
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only_submunitions = 1
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range = 0
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embed_chance = 0
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submunition_spread_max = 1200
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submunition_spread_min = 500
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submunitions = list(/obj/item/projectile/energy/mob/precursor = 4)
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/obj/item/projectile/bullet/precursorburst/on_range()
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qdel(src)
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/obj/item/projectile/bullet/precursorburst/shotgun
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submunition_spread_max = 600
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submunition_spread_min = 100
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/mob/living/simple_mob/vore/weatherbeast/darkmist/do_special_attack(atom/A)
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. = TRUE
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switch(a_intent)
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if(I_DISARM)
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close_range(A)
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if(I_HURT) //
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bullet_wave(A)
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if(I_GRAB)
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phase_two(A)
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//The way too many special attacks for one boss
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/close_range(atom/target)
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if(attack_cycle == 1)
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fake_pulse(target)
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else if(attack_cycle == 2)
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cross_beam(target)
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else if(attack_cycle == 3)
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x_beam(target)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/bullet_wave(atom/target)
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if(attack_cycle == 1)
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bullet_storm(target)
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else if(attack_cycle == 2)
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laser_grenade(target)
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else if(attack_cycle == 3)
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laser_shotgun(target)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/phase_two(atom/target)
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if(attack_cycle == 1)
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dodge_this(target)
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else if(attack_cycle == 2)
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pulse_spam(target)
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else if(attack_cycle == 3)
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influx_wave(target)
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//close range attacks.
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/fake_pulse(atom/target)
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Beam(target, icon_state = "sat_beam", time = 1.5 SECONDS, maxdistance = INFINITY)
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sleep(20)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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P.launch_projectile(target, BP_TORSO, src)
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attack_cycle = 2
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/cross_beam(atom/target) //Lasers in a cross
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visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow red!"))
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sleep(15)
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down_left_laser(target)
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down_right_laser(target)
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up_left_laser(target)
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up_right_laser(target)
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attack_cycle = 3
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/down_left_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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var/turf = locate(src.x-1, src.y-1, src.z)
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target = turf
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P.launch_projectile(target, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/down_right_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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var/turf = locate(src.x+1, src.y-1, src.z)
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target = turf
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P.launch_projectile(target, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/up_left_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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var/turf = locate(src.x-1, src.y+1, src.z)
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target = turf
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P.launch_projectile(target, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/up_right_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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var/turf = locate(src.x+1, src.y+1, src.z)
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target = turf
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P.launch_projectile(target, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/x_beam(atom/target) //Lasers in an X
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visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow blue!"))
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sleep(15)
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south_laser(target)
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north_laser(target)
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east_laser(target)
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west_laser(target)
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attack_cycle = 1
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/south_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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var/turf = locate(src.x, src.y-1, src.z)
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target = turf
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P.launch_projectile(target, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/north_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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var/turf = locate(src.x, src.y+1, src.z)
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target = turf
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P.launch_projectile(target, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/east_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
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var/turf = locate(src.x+1, src.y, src.z)
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target = turf
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P.launch_projectile(target, BP_TORSO, src)
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/west_laser(atom/target)
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var/obj/item/projectile/P = new /obj/item/projectile/beam/precursor(get_turf(src))
|
||||
var/turf = locate(src.x-1, src.y, src.z)
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||||
target = turf
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||||
P.launch_projectile(target, BP_TORSO, src)
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||||
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||||
//BH based attacks
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/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/bullet_storm(atom/target) //Storm of lasers
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||||
var/obj/item/projectile/P = new /obj/item/projectile/bullet/precursorburst(get_turf(src))
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||||
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to widly spin!"))
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||||
sleep(20)
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||||
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
|
||||
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||||
/mob/living/simple_mob/vore/weatherbeast/darkmist/proc/laser_grenade(atom/target)
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||||
visible_message(span("warning", "\The [src] pulls out a strange cube. It begins to glow green!"))
|
||||
sleep(20)
|
||||
if(prob(50))
|
||||
north_laser(target)
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||||
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
|
||||
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
|
||||
|
||||
/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)
|
||||
sleep(10)
|
||||
P.launch_projectile(target, BP_TORSO, src)
|
||||
sleep(10)
|
||||
P.launch_projectile(target, BP_TORSO, src)
|
||||
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)
|
||||
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)
|
||||
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)
|
||||
attack_cycle = 1
|
||||
|
||||
//Note to future self, alter this one later to match the one up above when energy returns.
|
||||
/mob/living/simple_mob/vore/weatherbeast/starsky //starry skies
|
||||
name = "guardian unit"
|
||||
desc = "A strange robotic being."
|
||||
health = 300
|
||||
maxHealth = 300
|
||||
armor = list(melee = 40, bullet = 40, laser = 40, energy = 40, bomb = 50, bio = 100, rad = 100)
|
||||
icon_state = "astral_sniper"
|
||||
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
|
||||
projectiletype = /obj/item/projectile/energy/astralrail
|
||||
|
||||
|
||||
/mob/living/simple_mob/vore/weatherbeast/starsky/do_special_attack(atom/A)
|
||||
. = TRUE
|
||||
switch(a_intent)
|
||||
if(I_DISARM)
|
||||
close_wave(A)
|
||||
if(I_HURT) //
|
||||
far_wave(A)
|
||||
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)
|
||||
down_down_left_left(target)
|
||||
up_up_left_left(target)
|
||||
up_up_left_left(target)
|
||||
sleep(20)
|
||||
right_right(target)
|
||||
left_left(target)
|
||||
up_up(target)
|
||||
down_down(target)
|
||||
sleep(20)
|
||||
down_down_left(target)
|
||||
down_down_right(target)
|
||||
down_left_left(target)
|
||||
down_right_right(target)
|
||||
up_up_right(target)
|
||||
up_up_left(target)
|
||||
up_left_left(target)
|
||||
up_right_right(target)
|
||||
|
||||
|
||||
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/far_wave(atom/target) //Bullet pattern when folks are far away
|
||||
down_down_left_left(target)
|
||||
down_down_left(target)
|
||||
down_down(target)
|
||||
down_down_right(target)
|
||||
down_down_right_right(target)
|
||||
up_up_left_left(target)
|
||||
up_up_left(target)
|
||||
up_up(target)
|
||||
up_up_right(target)
|
||||
up_up_right_right(target)
|
||||
sleep(20)
|
||||
up_up_right_right(target)
|
||||
up_right_right(target)
|
||||
right_right(target)
|
||||
down_right_right(target)
|
||||
down_down_right_right(target)
|
||||
up_up_left_left(target)
|
||||
up_left_left(target)
|
||||
left_left(target)
|
||||
down_left_left(target)
|
||||
down_down_left_left(target)
|
||||
sleep(20)
|
||||
down_down_left_left(target)
|
||||
down_down_left(target)
|
||||
down_down(target)
|
||||
down_down_right(target)
|
||||
down_down_right_right(target)
|
||||
up_up_left_left(target)
|
||||
up_up_left(target)
|
||||
up_up(target)
|
||||
up_up_right(target)
|
||||
up_up_right_right(target)
|
||||
sleep(20)
|
||||
up_up_right_right(target)
|
||||
up_right_right(target)
|
||||
right_right(target)
|
||||
down_right_right(target)
|
||||
down_down_right_right(target)
|
||||
up_up_left_left(target)
|
||||
up_left_left(target)
|
||||
left_left(target)
|
||||
down_left_left(target)
|
||||
down_down_left_left(target)
|
||||
|
||||
/mob/living/simple_mob/vore/weatherbeast/starsky/proc/phase_two(atom/target) //Phase two bullet pattern
|
||||
up_up_left_left(target)
|
||||
down_down_right_right(target)
|
||||
sleep(10)
|
||||
up_up_left(target)
|
||||
down_down_right(target)
|
||||
sleep(10)
|
||||
up_up(target)
|
||||
down_down(target)
|
||||
sleep(10)
|
||||
up_up_right(target)
|
||||
down_down_left(target)
|
||||
sleep(10)
|
||||
up_up_right_right(target)
|
||||
down_down_left_left(target)
|
||||
sleep(10)
|
||||
up_right_right(target)
|
||||
down_left_left(target)
|
||||
sleep(10)
|
||||
right_right(target)
|
||||
left_left(target)
|
||||
sleep(10)
|
||||
down_right_right(target)
|
||||
up_left_left(target)
|
||||
sleep(10)
|
||||
down_down_right_right(target)
|
||||
up_up_left_left(target)
|
||||
sleep(30)
|
||||
up_up_right(target)
|
||||
up_up(target)
|
||||
up_up_left(target)
|
||||
down_down_right(target)
|
||||
down_down(target)
|
||||
down_down_left(target)
|
||||
left_left(target)
|
||||
up_left_left(target)
|
||||
down_left_left(target)
|
||||
right_right(target)
|
||||
up_right_right(target)
|
||||
down_right_right(target)
|
||||
sleep(30)
|
||||
up_up_left_left(target)
|
||||
up_up_left(target)
|
||||
up_up(target)
|
||||
up_up_right(target)
|
||||
up_up_right_right(target)
|
||||
down_down_left_left(target)
|
||||
down_down_left(target)
|
||||
down_down(target)
|
||||
down_down_right(target)
|
||||
down_down_right_right(target)
|
||||
sleep(30)
|
||||
up_up_left_left(target)
|
||||
up_up_right_right(target)
|
||||
down_down_right_right(target)
|
||||
down_down_left_left(target)
|
||||
sleep(10)
|
||||
up_left_left(target)
|
||||
up_up_right(target)
|
||||
down_down_left(target)
|
||||
down_right_right(target)
|
||||
sleep(10)
|
||||
left_left(target)
|
||||
up_up(target)
|
||||
down_down(target)
|
||||
right_right(target)
|
||||
sleep(10)
|
||||
down_left_left(target)
|
||||
up_up_left(target)
|
||||
down_down_right(target)
|
||||
up_right_right(target)
|
||||
sleep(10)
|
||||
up_up_left_left(target)
|
||||
up_up_right_right(target)
|
||||
down_down_right_right(target)
|
||||
down_down_left_left(target)
|
||||
sleep(50) //False sense of security for the finale
|
||||
up_up_left_left(target)
|
||||
up_up_left(target)
|
||||
up_up(target)
|
||||
up_up_right(target)
|
||||
up_up_right_right(target)
|
||||
up_right_right(target)
|
||||
up_left_left(target)
|
||||
right_right(target)
|
||||
left_left(target)
|
||||
down_right_right(target)
|
||||
down_left_left(target)
|
||||
down_down_left_left(target)
|
||||
down_down_left(target)
|
||||
down_down(target)
|
||||
down_down_right(target)
|
||||
down_down_right_right(target)
|
||||
Reference in New Issue
Block a user