Removes dragoontomb ruin and loot. (#1290)
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kevinz000
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fa305c2aec
commit
f8505883d4
@@ -1,89 +0,0 @@
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//Will probably eventually be expanded to fit multiple types of Flan because I am a nerd.
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/mob/living/simple_animal/hostile/flan
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name = "Flan"
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desc = "Definitely not a dessert."
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var/casting = 0
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icon_state = "flan" //Required for the inheritance of casting animations.
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icon_living = "flan"
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icon_dead = "flan_dead"
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turns_per_move = 5
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environment_smash = ENVIRONMENT_SMASH_NONE
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speed = -2
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maxHealth = 50
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health = 50
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harm_intent_damage = 5
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damage_coeff = list(BRUTE = 0.75, BURN = 1.5, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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melee_damage_lower = 5
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melee_damage_upper = 10
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attacktext = "headbutts"
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attack_sound = 'sound/weapons/punch1.ogg'
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a_intent = INTENT_HARM
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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unsuitable_atmos_damage = 0
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ranged = 1
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retreat_distance = 2
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minimum_distance = 4
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AIStatus = AI_IDLE
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ranged_message = "begins to cast something"
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ranged_cooldown_time = 15
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var/spellname = "a generic spell!"
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var/spellsound = 'sound/effects/spray3.ogg'
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var/spellanimation = ATTACK_EFFECT_SMASH //More in defines/misc.dm
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var/spelldamagetype = BRUTE
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var/spelldamage = 15
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var/spellcasttime = 15 //if you varedit this also varedit ranged_cooldown_time else the mob will attack again before the spell hits, looking weird but still working
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/mob/living/simple_animal/hostile/flan/Initialize() //Required for the inheritance of casting animations.
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..()
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casting = 0
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icon_state = "[initial(icon_state)][casting]"
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/mob/living/simple_animal/hostile/flan/proc/spellaftereffects(mob/living/A) //Inherit and override. Allows for spells that stun and do basically anything you'd want.
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return
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/mob/living/simple_animal/hostile/flan/OpenFire(mob/living/A) //Spellcasting!
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if(isliving(A)) //A is originally an atom, this is here to prevent that from fucking this up.
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visible_message("<span class='danger'><b>[src]</b> [ranged_message] at [A]!</span>")
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casting = 1
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icon_state = "[initial(icon_state)][casting]"
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if(do_after_mob(src, A, spellcasttime, uninterruptible = 1, progress = 0)) //Break LOS to dodge.
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if(QDELETED(src))
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return
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if((A in view(src)))
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A.do_attack_animation(A, spellanimation)
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playsound(A, spellsound, 20, 1)
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A.apply_damage(damage = spelldamage,damagetype = spelldamagetype, def_zone = null, blocked = 0)
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visible_message("<span class='danger'><b>[A]</b> has been hit by [spellname]</span>")
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spellaftereffects(A,src)
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ranged_cooldown = world.time + ranged_cooldown_time
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casting = 0
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icon_state = "[initial(icon_state)][casting]"
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/mob/living/simple_animal/hostile/flan/fire
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name = "Flame Flan"
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desc = "You'd think they'd be spicy, but nobody has ever tried."
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icon_state = "fireflan"
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icon_living = "fireflan"
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icon_dead = "fireflan_dead"
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damage_coeff = list(BRUTE = 1.5, BURN = 0.75, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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spellname = "a Fire spell!"
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spellsound = 'sound/effects/fuse.ogg'
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spelldamagetype = BURN
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spellcasttime = 20
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/mob/living/simple_animal/hostile/flan/fire/spellaftereffects(mob/living/A)
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A.adjust_fire_stacks(2)
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A.IgniteMob()
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/mob/living/simple_animal/hostile/flan/water
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name = "Water Flan"
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desc = "Is pretty likely to dampen your spirits."
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icon_state = "flan"
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icon_living = "flan"
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icon_dead = "flan_dead"
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spellname = "a Water spell!"
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spelldamage = 10 //Basic flan, learn the dance with em.
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/mob/living/simple_animal/hostile/flan/water/spellaftereffects(mob/living/A)
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A.ExtinguishMob()
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