//General Rules for special effects: //Fire: Teamwork. //Energy: Can attack on the first turn or do things during the opponent's turn. //Water: After attack. //Ice: Benifits when defending. //Earth: Elements against the opponent. //Stone: Alchemy Gimmick /datum/battle_monsters/element name = "neutral" //The name of the element elements = BATTLE_MONSTERS_ELEMENT_NEUTRAL //Their general element. //Note, values are normalized at the end of generation. rarity = 1 //Relative rarity multiplier. Use for whether or not this card is picked for generation. description = "%THEYRE neutral." //Description to add. special_effects = "" //The special effects this element has, if any. attack_type = BATTLE_MONSTERS_ATTACKTYPE_NONE //The attack flags of the monster. This is basically a general indicator of the weapon it uses. defense_type = BATTLE_MONSTERS_ATTACKTYPE_NONE //The defense flags of the monster. This is basically a general indicator of what the monster is made out of. Not to be confused with their element. rarity_score = 0 //Rarity score to add to this card. //1 or lower means common, 2 means uncommon, 3 means rare, 4 or higher means legendary. //Uncommon or higher rarities should be used sparringly, and only to cards that are super noteable. /datum/battle_monsters/element/fire name = "Firebrand" id = "fire" icon_state = "fire" elements = BATTLE_MONSTERS_ELEMENT_FIRE attack_add = 0.25 attack_type = BATTLE_MONSTERS_ATTACKTYPE_SWORDSMAN description = "Great balls of %ELEMENT_AND circles around them and their %WEAPON_AND. Firebrands are vikings who hail from the North, who grew a dedication to mastering fire after countless harsh winters." rarity = BATTLE_MONSTERS_RARITY_COMMON /datum/battle_monsters/element/fire/lava name = "Fireborn" id = "lava" icon_state = "fireborn" description = "They're covered head to toe in a firey blaze. These types of %SPECIESs are born from magic %ELEMENT_AND of dark wizards and witches. They make excellent spellcasters." attack_type = BATTLE_MONSTERS_ATTACKTYPE_SPELLCASTER special_effects = "Element Spell Immune: %NAME is immune to all %ELEMENT_OR based spell and trap cards if another revealed fire element monster is on the same side of the field." power_add = BATTLE_MONSTERS_POWER_UPGRADE rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/fire/molten name = "Molten" id = "molten" icon_state = "magma" description = "Liquid %ELEMENT_AND drips from their eyes and %WEAPON_AND. It is clear that %NAME came from the depths of below the earth." special_effects = "Element Monster Immune: %NAME is immune to all %ELEMENT_OR based monster attacks if another revealed fire element monster is on the same side of the field." tip = "%NAME can still be attacked, however the attacker's special effects will be nullified and the attack will be considered a draw if %NAME lost battle calculation." power_add = BATTLE_MONSTERS_POWER_UPGRADE defense_add = 0.25 rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/fire/candle name = "Candle Wax" id = "wax" icon_state = "candle" elements = BATTLE_MONSTERS_ELEMENT_FIRE | BATTLE_MONSTERS_ELEMENT_DARK description = "They are covered entirely with dark burning wax, a telltale sign of the unholy Candle Wax Cult." special_effects = "Waxing Power: %NAME passively gains 100 attack points for every other revealed %ELEMENT_OR type monster on your side of the field." power_add = BATTLE_MONSTERS_POWER_UPGRADE defense_add = 0.25 rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/fire/burned name = "Burned" id = "burned" icon_state = "burned" elements = BATTLE_MONSTERS_ELEMENT_FIRE | BATTLE_MONSTERS_ELEMENT_DARK attack_type = BATTLE_MONSTERS_ATTACKTYPE_SPELLCASTER description = "Visible scorch marks and bandages appear all over their body from centuries of using %ELEMENT_AND. This %SPECIES is clearly a veteran of using the magical arts." special_effects = "Battle Reminder: If a %ELEMENT_OR type monster is sent to a graveyard, the card's owner can choose to reveal and send one fire element monster from the owner's hand to the graveyard in it's place." tip = "The chosen monster card sent in the other person's place will have it's special effects triggered as if it was revealed on the field." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/fire/scorching_blade name = "Scorching Blade" id = "scorching_blade" icon_state = "scorching_blade" elements = BATTLE_MONSTERS_ELEMENT_FIRE | BATTLE_MONSTERS_ELEMENT_STONE description = "A giant, %ELEMENT_AND katana adorns their hip. The blade itself looks extremely unstable and pulsates with strange magic every now and then. Warriors of the east looking to improve their mastery of fire usually look to perform the Scorching Blade ritual." special_effects = "Revenge: If %NAME is sent to a graveyard, the card's owner can choose to send one non-%ELEMENT_OR based monster on the field to the graveyard as well." tip = "If you know what you're doing, you can also send one of your own monsters to the graveyard with it." attack_type = BATTLE_MONSTERS_ATTACKTYPE_SWORDSMAN rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/fire/burning_sun_god name = "Burning Sun God" id = "burning_sun_god" icon_state = "burning_sun_god" description = "Upon closer examination, various %ELEMENT_AND symbols are etched across their body. A slightly visible shadow of The Burning Sun God Ra'Kan is cast behind them. It's clear that the god is using them as a vessel for it's bidding." special_effects = "Godly Protection: %ELEMENT_OR monsters cannot attack or be attacked by %NAME." defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD tip = "%NAME can still be affected by traps or spells." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5 rarity = BATTLE_MONSTERS_RARITY_LEGENDARY rarity_score = 3 /datum/battle_monsters/element/energy name = "Energy" id = "energy" icon_state = "energy" elements = BATTLE_MONSTERS_ELEMENT_ENERGY attack_add = 0.25 description = "Magical lighting flickers in the background, each strike hitting their %WEAPON_AND with %ELEMENT_AND." rarity = BATTLE_MONSTERS_RARITY_COMMON /datum/battle_monsters/element/energy/thunder name = "Thunderchild" id = "thunder" icon_state = "thunder" power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 attack_add = 1000 description = "A symbol on their forehead indicates that they are a %SPECIES thunderchild, born of the incredibly horny god Bleus after coitus with a %SPECIES. Children born of Bleus tend to show a god-like control over energy elements, such as lightning." special_effects = "Charge: %NAME can attack as soon as it's revealed, regardless of other penalties. If Charge is used, %NAME is sent to the graveyard." tip = "Remember that 'played' is not the same as 'revealed', a card is considered 'played' when it's put into the field from the owner's hand." defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/energy/powered name = "Cybernetic" id = "powered" icon_state = "powered" description = "Upon closer examination, it seems that they have advanced cybernetics. It is unknown where these cybernetics came from, or when, for that matter." special_effects = "Null Field: When %NAME is visible, all the opponent's special effects are nullified during the opponent's turn." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 rarity = BATTLE_MONSTERS_RARITY_RARE defense_type = BATTLE_MONSTERS_DEFENSETYPE_MACHINE rarity_score = 1 /datum/battle_monsters/element/energy/dragonslayer name = "Dragonslayer" id = "dragonslayer" icon_state = "dragonslayer" description = "They're wearing a dragonscale cape, and dragon skull shoulderpads. Dragonslayers can commonly be seen in the mountains hunting dragons for their prized bones and scales." special_effects = "Dragonslayer: When %NAME is summoned, the card's owner can choose to send a dragon to the graveyard as long as the dragon's attack points does not exceed %NAME's attack points." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/energy/dragoncult name = "Dragoncult" id = "dragoncult" icon_state = "dragoncult" description = "They're painted with various symbols belonging to the secretive Dragoncult, an ancient organization that serves the dragons." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 special_effects = "Dragon Protection: As long as %NAME is visible, all allied Dragons are immune to spells." elements = BATTLE_MONSTERS_ELEMENT_ENERGY | BATTLE_MONSTERS_ELEMENT_FIRE rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/energy/dragongod name = "Dragon God" id = "dragon_god" icon_state = "dragon_god" defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD | BATTLE_MONSTERS_DEFENSETYPE_GIANT_DRAGON elements = BATTLE_MONSTERS_ELEMENT_ENERGY description = "Their %ELEMENT_AND wings are absolutely massive, and their massive snout exhales deadly %ELEMENT_AND. This being is a common god among dragons, and it is theorized that one of the many breeds of dragons came from %NAME." special_effects = "Godly Protection: %ELEMENT_OR monsters cannot attack or be attacked by %NAME.
Wingspan: When %NAME is summoned, all non-flying monsters on the field are sent to the graveyard." tip = "%NAME can still be affected by traps or spells.
%NAME can also send friendly units to the graveyard." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5 rarity = BATTLE_MONSTERS_RARITY_LEGENDARY rarity_score = 3 /datum/battle_monsters/element/water name = "Water" id = "water" icon_state = "water" description = "Their %WEAPON_AND is coated with magical shifting water." elements = BATTLE_MONSTERS_ELEMENT_WATER rarity = BATTLE_MONSTERS_RARITY_COMMON /datum/battle_monsters/element/water/morphing name = "Morphling" id = "morphling" icon_state = "water2" description = "Upon closer examination, it appears that they can morph into various shapes using the magic of %ELEMENT_AND. Morphlings can common be seen near rivers, lakes, or streams harrassing travelers who dare to take a drink from the protected waters." special_effects = "Morph: %NAME is automatically switched to defense mode if they attack, and automatically switched to attack mode if they succesfully defend from an attack. %NAME cannot be switched to attack mode or defense mode manually." power_add = BATTLE_MONSTERS_POWER_UPGRADE rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/water/raincloud name = "Rain" id = "rain" icon_state = "raincloud" description = "Depressing rainclouds hover above them. Such rainclouds are usually caused by a curse given by witches for the penalty of being too sad." special_effects = "Dark Rainclouds: %NAME is immune to all non %ELEMENT_OR based trap and spell cards as long as %NAME attacked on the owner's previous turn." power_mul = 0.75 attack_add = 0.5 power_add = BATTLE_MONSTERS_POWER_UPGRADE rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/water/trench_pirate name = "Trench" id = "trench_pirate" description = "They're covered entirely with seaweed and barnacles, with an eyepatch and a bandana complimenting their monsterous shape. Rumor has it that Trench beings were shipwrecked sailors whose bodies sunk into marine trenches into the hells below." special_effects = "Changing Tides: %NAME cannot be attack or be attacked by non %ELEMENT_OR based monster cards as long as %NAME attacked on the owner's previous turn." elements = BATTLE_MONSTERS_ELEMENT_WATER | BATTLE_MONSTERS_ELEMENT_DARK power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/water/typhoon_god name = "Typhoon Lord" id = "typhoon_lord" description = "Their lower body resembles much of a fish, with massive tidal waves surging from under them. %NAME commonly sends typoons to villages near the waters that threaten the local sealife in the area." special_effects = "Tidal Wave: When %NAME is summoned, all non water element monsters, traps, and spells on the field are sent to the graveyard." elements = BATTLE_MONSTERS_ELEMENT_WATER power_add = BATTLE_MONSTERS_POWER_UPGRADE * 4 rarity = BATTLE_MONSTERS_RARITY_MYTHICAL rarity_score = 2 /datum/battle_monsters/element/ice name = "Ice" id = "ice" icon_state = "ice" description = "They seem well equipped to deal with the harsh, icy weather on the Plains of Narbask." elements = BATTLE_MONSTERS_ELEMENT_ICE defense_add = 1 rarity = BATTLE_MONSTERS_RARITY_COMMON /datum/battle_monsters/element/ice/defender name = "Igloo Defender" id = "igloo" icon_state = "igloo" description = "They stand silently outside an igloo in a freezing blizzard with a sturdy grip on their %WEAPON_AND. They seem unbothered by the cold." attack_type = BATTLE_MONSTERS_ATTACKTYPE_SHIELD power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 special_effects = "Master Defender: As long as %NAME is visible, its owner cannot be attacked by monsters. " rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/ice/yeti name = "Yeti" id = "yeti" icon_state = "white" description = "They're covered head to toe in white, absorbant magical fur. Their %WEAPON_AND is ferocious, especially for a %SPECIES." special_effects = "Spell Absorbtion: As long as %NAME is visible, it's owner cannot be affected by traps or spells." defense_type = BATTLE_MONSTERS_DEFENSETYPE_CREATURE attack_type = BATTLE_MONSTERS_ATTACKTYPE_CLAWS power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/ice/frostlord name = "Frostlord" id = "frostlord" icon_state = "ice" description = "They're wearing a large crown made entirely out of ice and diamonds, and a royal cape made out magical yeti fur. Frostlords gain their title by defeating a yeti in combat by wrestling it to death." special_effects = "Royal Decree: As long as there are 2 other frost element monsters on the same side of the field, %NAME cannot be sent to the graveyard.
Spell Immunity: %NAME cannot be affected by traps or spells." elements = BATTLE_MONSTERS_ELEMENT_ICE power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 rarity = BATTLE_MONSTERS_RARITY_RARE /datum/battle_monsters/element/ice/frost_guardian name = "Frost Guardian" id = "frostguardian" icon_state = "ice" description = "They're wearing incredibly bulky armor, made entirely out of ice. Their still posture compliments the age-long growing of the icicles forming on their %WEAPON_AND." special_effects = "Best Defense: As long as %NAME is on the field, its owner cannot lose life points from monster battles." attack_mul = 0 elements = BATTLE_MONSTERS_ELEMENT_ICE power_add = BATTLE_MONSTERS_POWER_UPGRADE * 3 rarity = BATTLE_MONSTERS_RARITY_RARE /datum/battle_monsters/element/ice/blizzard_god name = "Blizzard God" id = "blizzard_god" icon_state = "frost_god" description = "Their general %SPECIES-like figure is clouded in a massive %ELEMENT_AND storm. All that come close to seeing it's true form usually perish from frostbite." special_effects = "Godly Protection: As long as a frost element monster other than %NAME is on the field, %NAME cannot be attacked by monsters or spells." defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5 rarity = BATTLE_MONSTERS_RARITY_LEGENDARY rarity_score = 3 /datum/battle_monsters/element/earth name = "Earth" id = "earth" icon_state = "earth" description = "Earthen roots shift around them with small flowers budding from it's branches, signifying a oneness with nature." elements = BATTLE_MONSTERS_ELEMENT_EARTH rarity = BATTLE_MONSTERS_RARITY_COMMON /datum/battle_monsters/element/earth/treant name = "Treant" id = "treant" icon_state = "treant" description = "They seem to be made out of living mystical wood." special_effects = "Exploit Water: If there is a water monster on the opposing side of the field, %NAME gains 500 defense points." defense_mul = 1.25 power_add = BATTLE_MONSTERS_POWER_UPGRADE rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/earth/bonfire name = "Bonfire" id = "bonfire" icon_state = "bonfire" elements = BATTLE_MONSTERS_ELEMENT_EARTH | BATTLE_MONSTERS_ELEMENT_FIRE description = "They seem to be made out of burning driftwood." special_effects = "Exploit Fire: If there is a fire monster on the opposing side of the field, %NAME gains 500 attack points." defense_mul = 1.25 power_add = BATTLE_MONSTERS_POWER_UPGRADE rarity = BATTLE_MONSTERS_RARITY_UNCOMMON /datum/battle_monsters/element/earth/fairy name = "Fairy" id = "fairy" icon_state = "fairy" elements = BATTLE_MONSTERS_ELEMENT_EARTH | BATTLE_MONSTERS_ELEMENT_LIGHT attack_type = BATTLE_MONSTERS_ATTACKTYPE_CLAWS defense_type = BATTLE_MONSTERS_DEFENSETYPE_FLYING description = "They are quite tiny, and have little pixie wings growing out of their back and extra long claws." special_effects = "Exploit Dark: If there is a dark monster on the opposing side of the field, all %ELEMENT_AND monsters gain 500 defense points for as long as %NAME is visible." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 power_mul = 0.5 defense_mul = 0.5 rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/earth/forest_god name = "Forest God" id = "frost_god" icon_state = "earth_god" elements = BATTLE_MONSTERS_ELEMENT_EARTH | BATTLE_MONSTERS_ELEMENT_WATER | BATTLE_MONSTERS_ELEMENT_STONE defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD | BATTLE_MONSTERS_DEFENSETYPE_COLOSSUS description = "They have roots for feet and massive tree trunks for arms. Their overall size rivals those of the greatest manmade structures on earth, and as such, their %WEAPON_AND must match their size." special_effects = "Revenge of the Earth: When a %ELEMENT_OR element is sent to the graveyard, the card responsible will also be sent to the graveyard." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5 defense_mul = 2 rarity = BATTLE_MONSTERS_RARITY_LEGENDARY rarity_score = 3 /datum/battle_monsters/element/stone name = "Stone" id = "stone" icon_state = "stone" description = "They're rock hard. Made out of rock, that is." power_add = BATTLE_MONSTERS_POWER_UPGRADE elements = BATTLE_MONSTERS_ELEMENT_STONE rarity = BATTLE_MONSTERS_RARITY_COMMON /datum/battle_monsters/element/stone/uranium name = "Uranium" id = "uranium" icon_state = "uranium" description = "They're made out of pure uranium." power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 special_effects = "EMP: If an Iron prefixed monster exists on the field when this card is played, send this card and all energy element monsters on the field to the graveyard." rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 /datum/battle_monsters/element/stone/iron name = "Iron" id = "iron" icon_state = "iron" description = "They're made out of dense iron. A perfect protector of mankind." rarity = BATTLE_MONSTERS_RARITY_UNCOMMON defense_mul = 1.5 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/stone/steel name = "Steel" id = "steel" icon_state = "steel" description = "They're made out of sturdy steel." rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 3 /datum/battle_monsters/element/stone/aluminium name = "Aluminium" id = "aluminium" icon_state = "alum" description = "They're made out of incredibly lightweight metal." defense_mul = 0.25 rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/stone/potassium name = "Potassium" id = "potassium" icon_state = "potas" description = "They're made entirely out of bananas, for some reason. Even their %WEAPON_AND is a banana. Everything is bananas." special_effects = "Explosion: If a visble water element monster exists on the field when this card is revealed, send this card and all monsters with under <1000> defense points on the field to the graveyard.
Flash: If a visible Potassium prefixed monster is on the field when this card is revealed, the opponent's turn is skipped and %NAME is sent to the graveyard." rarity = BATTLE_MONSTERS_RARITY_MYTHICAL rarity_score = 2 /datum/battle_monsters/element/dark name = "Dark" id = "dark" icon_state = "dark" description = "A strange evil, shadowy aura embraces them and all those around it." elements = BATTLE_MONSTERS_ELEMENT_DARK power_add = BATTLE_MONSTERS_POWER_UPGRADE attack_mul = 1.25 rarity = BATTLE_MONSTERS_RARITY_UNCOMMON rarity_score = 1 /datum/battle_monsters/element/dark/vampire name = "Vampire" id = "vampire" icon_state = "vampire" description = "They're incredibly pale and have two large snake-like fangs." special_effects = "Leech: If %NAME attacks the opponent, the owner of the card gains 1 lifepoint as long as the owner's lifepoints are less than 5." rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/dark/cultist name = "Cultist" id = "cultist" icon_state = "cultist" description = "They're wearing dark, mysterious robes." special_effects = "Summoning: If 6 monsters with a cultist prefix exist on your side of the field at once when %NAME is played or revealed, you win the game." rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/dark/demon name = "Demon" id = "demon" icon_state = "demon" attack_type = BATTLE_MONSTERS_ATTACKTYPE_CLAWS defense_type = BATTLE_MONSTERS_DEFENSETYPE_FLYING | BATTLE_MONSTERS_DEFENSETYPE_REPTILE | BATTLE_MONSTERS_DEFENSETYPE_DEMON description = "They have the head of a goat and hooved feet, with a menacing reptilian tail growing above their behind and dark wings for flight." special_effects = "Sacrifice: %NAME can sacrifice a non-light element type monster on the same side of the field to attack again." rarity = BATTLE_MONSTERS_RARITY_MYTHICAL rarity_score = 2 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/dark/devil //SPRITE NEEDED name = "Devil" id = "devil" icon_state = "demon" attack_type = BATTLE_MONSTERS_ATTACKTYPE_CLAWS defense_type = BATTLE_MONSTERS_DEFENSETYPE_FLYING | BATTLE_MONSTERS_DEFENSETYPE_REPTILE | BATTLE_MONSTERS_DEFENSETYPE_DEMON | BATTLE_MONSTERS_DEFENSETYPE_GIANT description = "Two boned horns sprout out of their forehead, and two dark demon wings sprout from their back." special_effects = "Bargain: When %NAME is played, the card's owner can choose to sacrifice 2 of their lifepoints to remove 1 lifepoint from their opponent." rarity = BATTLE_MONSTERS_RARITY_MYTHICAL rarity_score = 2 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/dark/unholy //SPRITE NEEDED name = "Unholy" id = "unholy" description = "A dark, unholy aura shrouds their true shape and figure." special_effects = "Unholy Barrier: As long as %NAME is in play, all monsters and players are immune to light element spells, traps, and special effects." rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/light name = "Light" id = "light" icon_state = "light" description = "A holy aura shapes around their beauty." elements = BATTLE_MONSTERS_ELEMENT_LIGHT defense_mul = 1.25 rarity = BATTLE_MONSTERS_RARITY_UNCOMMON rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/light/angel //SPRITE NEEDED name = "Guardian Angel" id = "angel" description = "A halo floats above them, and feathery white wings sprout from their back." special_effects = "Sacrifice: If a friendly monster loses a battle, %NAME can be sent to the graveyard instead." defense_type = BATTLE_MONSTERS_DEFENSETYPE_FLYING rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/light/undying //SPRITE NEEDED name = "Undying" id = "undying" description = "Various scars are scattered across their body. Each scar seems to glow distinctly with holy energy." special_effects = "Reborn: If %NAME is defeated in battle, go to the original owner's hand instead of the graveyard." rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2 /datum/battle_monsters/element/light/holy //SPRITE NEEDED name = "Holy" id = "holy" description = "Their body seems to have an angelic glow." special_effects = "Holy Barrier: As long as %NAME is in play, all monsters and players are immune to dark element spells, traps, and special effects." rarity = BATTLE_MONSTERS_RARITY_RARE rarity_score = 1 power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2