bomb sarcophagus & sarcophagus random event#1042
Conversation
|
A Vozhd might be more suitable stat and lore wise while avoiding needing to have the Antediluvian have a load of discipline stuff added? They're still incredibly nasty giant monsters. |
|
| for(var/obj/effect/landmark/event_spawn/sarcophagus/L in GLOB.generic_event_spawns) | ||
| // dont spawn if a player is nearby we don't need them popping in unrealistically | ||
| var/player_nearby = FALSE | ||
| for(var/mob/living/nearby_mob in view(DEFAULT_SIGHT_DISTANCE, L.loc)) | ||
| if(nearby_mob.client) | ||
| player_nearby = TRUE | ||
| break | ||
| if(player_nearby) | ||
| continue | ||
| landmarks += L |
There was a problem hiding this comment.
should prob be used in the canspawn logic as well.
|
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~7 days. Please address any outstanding review items and ensure your PR is finished - if both are true, and you have auto-staled anyway, you need to actively ask maintainers (by pinging them in the /tg/station Discord) to (re)review or merge your PR. If no maintainer responds to your request, you may wish to close this PR yourself while you seek maintainer comment, as you will later be able to reopen the PR yourself. |
About The Pull Request
implements the bomb sarcophagus (bloodlines reference) and a sarcophagus random event which spawns an antediluvian sarcophagus (or a bomb sarcophagus, 50% chance) and the associated key at predetermined landmarks placed in sdmm
todo - make the key and sarcophagus not spawn if a player is nearby
todo - make an 'empty' sarcophagus subtype so 1/3 chance its empty, 1/3 chance its an antediluvian megafauna boss, 1/3 chance its a fucking devastating bomb
todo - refactor antediluvians to not be simple_animals...
Why It's Good For The Game
cool
Changelog
🆑
add: adds the bomb trapped sarcophagus
add: adds the sarcophagus & key random event
/:cl: