* Starting a replacement of how threat works. * no, we do it this way * Added threat levels to jobs * Added threat to... a lot. * Updated for traitor classes. * Fixed errors, except for one. It's consistently giving me "maximum number of internal arrays exceeded (65535)". I have no idea what could be causing this. * Added type annotation to GetJob. * This one I should change though * wow how'd that happen * spammable means low threat * Made story threat have initial threat level on average * Made somet rulesets force if they won the vote * ) * Gave EVERY job threat, added a config for it. * Rebalanced some numbers * Update code/game/gamemodes/dynamic/dynamic_storytellers.dm Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com> * Removes mush threat * Makes devil threat scale with form * reviewing reviewer's review of reviewer * Gutlunches can be friendly spawned, so no * Also made forced-friendly mobs not count Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
/datum/round_event_control/wizard/magicarp //these fish is loaded
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name = "Magicarp"
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weight = 1
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typepath = /datum/round_event/wizard/magicarp
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max_occurrences = 1
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earliest_start = 0 MINUTES
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/datum/round_event/wizard/magicarp
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announceWhen = 3
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startWhen = 50
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/datum/round_event/wizard/magicarp/setup()
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startWhen = rand(40, 60)
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/datum/round_event/wizard/magicarp/announce(fake)
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priority_announce("Unknown magical entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
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/datum/round_event/wizard/magicarp/start()
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for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
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if(prob(5))
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new /mob/living/simple_animal/hostile/carp/ranged/chaos(C.loc)
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else
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new /mob/living/simple_animal/hostile/carp/ranged(C.loc)
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/mob/living/simple_animal/hostile/carp/ranged
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name = "magicarp"
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desc = "50% magic, 50% carp, 100% horrible."
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icon_state = "magicarp"
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icon_living = "magicarp"
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icon_dead = "magicarp_dead"
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icon_gib = "magicarp_gib"
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ranged = 1
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threat = 4
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retreat_distance = 2
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minimum_distance = 0 //Between shots they can and will close in to nash
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projectiletype = /obj/item/projectile/magic
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projectilesound = 'sound/weapons/emitter.ogg'
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maxHealth = 50
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health = 50
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gold_core_spawnable = NO_SPAWN
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var/allowed_projectile_types = list(/obj/item/projectile/magic/change, /obj/item/projectile/magic/animate, /obj/item/projectile/magic/resurrection,
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/obj/item/projectile/magic/death, /obj/item/projectile/magic/teleport, /obj/item/projectile/magic/door, /obj/item/projectile/magic/aoe/fireball,
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/obj/item/projectile/magic/spellblade, /obj/item/projectile/magic/arcane_barrage)
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/mob/living/simple_animal/hostile/carp/ranged/Initialize()
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projectiletype = pick(allowed_projectile_types)
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. = ..()
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/mob/living/simple_animal/hostile/carp/ranged/chaos
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name = "chaos magicarp"
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desc = "50% carp, 100% magic, 150% horrible."
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color = "#00FFFF"
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maxHealth = 75
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health = 75
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threat = 7
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/mob/living/simple_animal/hostile/carp/ranged/chaos/Shoot()
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projectiletype = pick(allowed_projectile_types)
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..()
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