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https://github.com/KabKebab/GS13.git
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Resonance Cascade supermatter delamination event + SM beam graphics update
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@@ -21,6 +21,27 @@
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hostile_types = list(/mob/living/simple_animal/hostile/construct/armored/hostile = 8,\
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/mob/living/simple_animal/hostile/construct/wraith/hostile = 6)
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/datum/round_event_control/portal_storm_mesa
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name = "Portal Storm: Mesa"
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typepath = /datum/round_event/portal_storm/portal_storm_mesa
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weight = 0
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max_occurrences = 0
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/datum/round_event/portal_storm/portal_storm_mesa
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boss_types = list(/mob/living/simple_animal/hostile/jungle/leaper = 4, \
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/mob/living/simple_animal/hostile/jungle/mega_arachnid = 6, \
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/mob/living/simple_animal/hostile/asteroid/hivelord = 5)
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hostile_types = list(/mob/living/carbon/alien/larva = 2, \
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/mob/living/simple_animal/hostile/netherworld = 8, \
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/mob/living/simple_animal/hostile/asteroid/fugu = 7, \
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/mob/living/simple_animal/hostile/asteroid/basilisk = 8, \
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/mob/living/simple_animal/hostile/asteroid/gutlunch = 7, \
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/mob/living/simple_animal/hostile/statue = 6, \
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/mob/living/simple_animal/hostile/zombie = 12, \
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/mob/living/simple_animal/hostile/netherworld/migo = 10, \
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/mob/living/simple_animal/hostile/netherworld/blankbody = 6
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)
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/datum/round_event/portal_storm
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startWhen = 7
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endWhen = 999
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@@ -35,6 +56,12 @@
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var/number_of_hostiles
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var/mutable_appearance/storm
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/datum/round_event/portal_storm/portal_storm_mesa/setup()
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. = ..()
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storm = mutable_appearance('hyperstation/icons/obj/stationobjs.dmi', "fart_hole", FLY_LAYER)//Why do I do these things??
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for(var/mob/M in GLOB.player_list)
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SEND_SOUND(M, 'sound/music/half-life07.ogg')
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/datum/round_event/portal_storm/setup()
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storm = mutable_appearance('icons/obj/tesla_engine/energy_ball.dmi', "energy_ball_fast", FLY_LAYER)
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storm.color = "#00FF00"
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@@ -48,10 +75,10 @@
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number_of_hostiles += hostile_types[hostile]
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while(number_of_bosses > boss_spawn.len)
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boss_spawn += get_random_station_turf()
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boss_spawn += get_safe_random_station_turf()
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while(number_of_hostiles > hostiles_spawn.len)
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hostiles_spawn += get_random_station_turf()
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hostiles_spawn += get_safe_random_station_turf()
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next_boss_spawn = startWhen + CEILING(2 * number_of_hostiles / number_of_bosses, 1)
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