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GS13NG/code/modules/events/wizard/magicarp.dm
T
Poojawa f67e9f6d87 Bleeding edgy refresh (#303)
* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
2017-03-21 11:44:10 -05:00

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/datum/round_event_control/wizard/magicarp //these fish is loaded
name = "Magicarp"
weight = 1
typepath = /datum/round_event/wizard/magicarp
max_occurrences = 1
earliest_start = 0
/datum/round_event/wizard/magicarp
announceWhen = 3
startWhen = 50
/datum/round_event/wizard/magicarp/setup()
startWhen = rand(40, 60)
/datum/round_event/wizard/magicarp/announce()
priority_announce("Unknown magical entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
/datum/round_event/wizard/magicarp/start()
for(var/obj/effect/landmark/C in landmarks_list)
if(C.name == "carpspawn")
if(prob(5))
new /mob/living/simple_animal/hostile/carp/ranged/chaos(C.loc)
else
new /mob/living/simple_animal/hostile/carp/ranged(C.loc)
/mob/living/simple_animal/hostile/carp/ranged
name = "magicarp"
desc = "50% magic, 50% carp, 100% horrible."
icon_state = "magicarp"
icon_living = "magicarp"
icon_dead = "magicarp_dead"
icon_gib = "magicarp_gib"
ranged = 1
retreat_distance = 2
minimum_distance = 0 //Between shots they can and will close in to nash
projectiletype = /obj/item/projectile/magic
projectilesound = 'sound/weapons/emitter.ogg'
maxHealth = 50
health = 50
var/allowed_projectile_types = list(/obj/item/projectile/magic/change, /obj/item/projectile/magic/animate, /obj/item/projectile/magic/resurrection,
/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage)
/mob/living/simple_animal/hostile/carp/ranged/Initialize()
projectiletype = pick(allowed_projectile_types)
..()
/mob/living/simple_animal/hostile/carp/ranged/chaos
name = "chaos magicarp"
desc = "50% carp, 100% magic, 150% horrible."
color = "#00FFFF"
maxHealth = 75
health = 75
/mob/living/simple_animal/hostile/carp/ranged/chaos/Shoot()
projectiletype = pick(allowed_projectile_types)
..()