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https://github.com/ParadiseSS13/Paradise.git
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datum icon code
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@@ -20,14 +20,16 @@
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flying = 1
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universal_speak = 1
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AIStatus = AI_OFF //normal constructs don't have AI
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var/const_type = "shade"
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var/list/construct_spells = list()
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var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
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loot = list(/obj/item/weapon/reagent_containers/food/snacks/ectoplasm)
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/mob/living/simple_animal/hostile/construct/New()
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..()
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name = text("[initial(name)] ([rand(1, 1000)])")
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real_name = name
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name = "[ticker.mode.cultdat.get_name(const_type)] ([rand(1, 1000)])"
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real_name = ticker.mode.cultdat.get_name(const_type)
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icon_state = ticker.mode.cultdat.get_icon(const_type)
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for(var/spell in construct_spells)
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AddSpell(new spell(src))
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updateglow()
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@@ -102,6 +104,7 @@
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environment_smash = 2
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attack_sound = 'sound/weapons/punch3.ogg'
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status_flags = 0
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const_type = "juggernaut"
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construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
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force_threshold = 11
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playstyle_string = "<b>You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
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@@ -163,6 +166,7 @@
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attacktext = "slashes"
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see_in_dark = 7
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attack_sound = 'sound/weapons/bladeslice.ogg'
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const_type = "wraith"
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
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retreat_distance = 2 //AI wraiths will move in and out of combat
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playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
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@@ -192,6 +196,7 @@
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retreat_distance = 10
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minimum_distance = 10 //AI artificers will flee like fuck
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attack_sound = 'sound/weapons/punch2.ogg'
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const_type = "builder"
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construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
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@@ -270,6 +275,7 @@
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environment_smash = 2
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attack_sound = 'sound/weapons/punch4.ogg'
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force_threshold = 11
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const_type = "behemoth"
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var/energy = 0
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var/max_energy = 1000
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@@ -300,6 +306,7 @@
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environment_smash = 1
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see_in_dark = 8
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attack_sound = 'sound/weapons/tap.ogg'
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const_type = "harvester"
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/smoke/disable)
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retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier
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playstyle_string = "<B>You are a Harvester. You are not strong, but your powers of domination will assist you in your role: \
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@@ -24,6 +24,8 @@
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/obj/singularity/narsie/large/New()
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..()
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icon_state = ticker.mode.cultdat.entity_icon_state
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name = ticker.mode.cultdat.entity_name
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to_chat(world, "<font size='15' color='red'><b>[uppertext(ticker.mode.cultdat.entity_name)] HAS RISEN</b></font>")
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to_chat(world, pick(sound('sound/hallucinations/im_here1.ogg'), sound('sound/hallucinations/im_here2.ogg')))
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@@ -121,12 +123,12 @@
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/obj/singularity/narsie/proc/acquire(var/mob/food)
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to_chat(target, "<span class='notice'>NAR-SIE HAS LOST INTEREST IN YOU</span>")
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to_chat(target, "<span class='cultlarge'>[uppertext(ticker.mode.cultdat.entity_name)] HAS LOST INTEREST IN YOU</span>")
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target = food
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if(ishuman(target))
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to_chat(target, "<span class ='userdanger'>NAR-SIE HUNGERS FOR YOUR SOUL</span>")
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to_chat(target, "<span class ='cultlarge'>[uppertext(ticker.mode.cultdat.entity_name)] HUNGERS FOR YOUR SOUL</span>")
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else
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to_chat(target, "<span class ='userdanger'>NAR-SIE HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL</span>")
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to_chat(target, "<span class ='cultlarge'>[uppertext(ticker.mode.cultdat.entity_name)] HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL</span>")
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//Wizard narsie
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/obj/singularity/narsie/wizard
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