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Animate statues in magic stuff/Staff of Change rebalance
Adds animate statues to the Staff of Change pool of mobs Adds specific synergy between flesh to stone and the staff of animation where if you animate your statue'd people they'll turn to animated statues controlled by the victim who are instructed not to dunk the wizard. Splits the "animal" sub pool in the Staff of Change into "Beast" and "Helpless Animals" to help raise the odds of the former against the latter. Changed odds will be reported in a comment to follow.
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@@ -145,7 +145,7 @@ proc/wabbajack(mob/living/M)
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var/mob/living/new_mob
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var/randomize = pick("monkey","robot","slime","xeno","human","animal")
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var/randomize = pick("monkey","robot","slime","xeno","human","beast","helpless animal")
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switch(randomize)
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if("monkey")
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new_mob = new /mob/living/carbon/monkey(M.loc)
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@@ -176,24 +176,29 @@ proc/wabbajack(mob/living/M)
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if("Drone") new_mob = new /mob/living/carbon/alien/humanoid/drone(M.loc)
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else new_mob = new /mob/living/carbon/alien/larva(M.loc)
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new_mob.universal_speak = 1*/
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if("animal")
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var/animal = pick("parrot","corgi","crab","pug","cat","carp","bear","mushroom","tomato","mouse","chicken","cow","lizard","chick")
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if("beast")
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var/beast = pick("carp","bear","mushroom","statue")
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switch(beast)
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if("carp") new_mob = new /mob/living/simple_animal/hostile/carp(M.loc)
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if("bear") new_mob = new /mob/living/simple_animal/hostile/bear(M.loc)
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if("mushroom") new_mob = new /mob/living/simple_animal/hostile/mushroom(M.loc)
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if("statue") new_mob = new /mob/living/simple_animal/hostile/statue(M.loc)
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new_mob.universal_speak = 1
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if("helpless animal")
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var/animal = pick("parrot","corgi","crab","pug","cat","tomato","mouse","chicken","cow","lizard","chick")
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switch(animal)
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if("parrot") new_mob = new /mob/living/simple_animal/parrot(M.loc)
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if("corgi") new_mob = new /mob/living/simple_animal/corgi(M.loc)
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if("crab") new_mob = new /mob/living/simple_animal/crab(M.loc)
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// if("pug") new_mob = new /mob/living/simple_animal/pug(M.loc)
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if("cat") new_mob = new /mob/living/simple_animal/cat(M.loc)
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if("carp") new_mob = new /mob/living/simple_animal/hostile/carp(M.loc)
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if("bear") new_mob = new /mob/living/simple_animal/hostile/bear(M.loc)
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if("mushroom") new_mob = new /mob/living/simple_animal/hostile/mushroom(M.loc)
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if("tomato") new_mob = new /mob/living/simple_animal/tomato(M.loc)
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if("mouse") new_mob = new /mob/living/simple_animal/mouse(M.loc)
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if("chicken") new_mob = new /mob/living/simple_animal/chicken(M.loc)
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if("cow") new_mob = new /mob/living/simple_animal/cow(M.loc)
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if("lizard") new_mob = new /mob/living/simple_animal/lizard(M.loc)
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else new_mob = new /mob/living/simple_animal/chick(M.loc)
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new_mob.universal_speak = 1
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new_mob.universal_speak = 1
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if("human")
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new_mob = new /mob/living/carbon/human/human(M.loc)
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@@ -233,8 +238,20 @@ proc/wabbajack(mob/living/M)
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/obj/item/projectile/magic/animate/Bump(var/atom/change)
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. = ..()
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if(istype(change, /obj/item) || istype(change, /obj/structure) && !is_type_in_list(change, protected_objects))
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var/obj/O = change
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new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer)
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if(istype(change, /obj/structure/closet/statue))
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for(var/mob/living/carbon/human/H in change.contents)
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var/mob/living/simple_animal/hostile/statue/S = new /mob/living/simple_animal/hostile/statue(change.loc)
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S.name = "statue of [H.name]"
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S.faction = "\ref[firer]"
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S.icon = change.icon
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if(H.mind)
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H.mind.transfer_to(S)
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S << "You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [firer.name], your creator."
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del(H)
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del(change)
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else
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var/obj/O = change
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new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer)
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else if(istype(change, /mob/living/simple_animal/hostile/mimic/copy))
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// Change our allegiance!
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var/mob/living/simple_animal/hostile/mimic/copy/C = change
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