Files
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00

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/obj/item/battle_monsters/wrapped
name = "battle monsters starterpack"
desc = "A battle monsters 52 card deck starterpack. Contains 52 basic cards and a lifetime of sadness."
icon_state = "pack1"
w_class = WEIGHT_CLASS_SMALL
var/contained_cards = 52
var/rarity_max = BATTLE_MONSTERS_RARITY_COMMON
var/rarity_min = BATTLE_MONSTERS_RARITY_UNCOMMON
/obj/item/battle_monsters/wrapped/proc/GenerateCards(mob/user,obj/item/battle_monsters/deck/generated_deck)
var/list/deck_data = list()
for(var/i=1,i <= contained_cards,i++)
CHECK_TICK //This stuff is a little intensive I think.
if(prob(25))
if(prob(50))
var/datum/battle_monsters/selected_trap = SSbattle_monsters.GetRandomTrap()
deck_data += "trap_type,[selected_trap.id],no_title"
else
var/datum/battle_monsters/selected_spell = SSbattle_monsters.GetRandomSpell()
deck_data += "spell_type,[selected_spell.id],no_title"
continue
var/datum/battle_monsters/selected_prefix = SSbattle_monsters.GetRandomPrefix_Filtered(rarity_min,rarity_max)
var/datum/battle_monsters/selected_root = SSbattle_monsters.GetRandomRoot_Filtered(rarity_min,rarity_max)
var/datum/battle_monsters/selected_suffix = SSbattle_monsters.GetRandomSuffix_Filtered(rarity_min,rarity_max)
deck_data += "[selected_prefix.id],[selected_root.id],[(selected_prefix.rarity_score + selected_root.rarity_score) >= 3 ? selected_suffix.id : "no_title"]"
generated_deck.stored_card_names = deck_data
/obj/item/battle_monsters/wrapped/attack_self(mob/user)
user.visible_message(\
SPAN_NOTICE("\The [user] unwraps \the [src]."),\
SPAN_NOTICE("You unwrap \the [src].")\
)
var/obj/item/battle_monsters/deck/generated_deck = new(get_turf(src))
GenerateCards(user,generated_deck)
user.drop_from_inventory(src)
user.put_in_active_hand(generated_deck)
generated_deck.update_icon()
qdel(src)
/obj/item/battle_monsters/wrapped/basic
name = "battle monsters basic booster pack"
desc = "A pack of 7 basic battle monster cards, merely to prod the imagination."
icon_state = "pack2"
contained_cards = 7
rarity_max = BATTLE_MONSTERS_RARITY_COMMON
rarity_min = BATTLE_MONSTERS_RARITY_COMMON
/obj/item/battle_monsters/wrapped/pro
name = "battle monsters booster pack"
desc = "A pack of 15 rare battle monster cards, with a chance of having legendary cards."
icon_state = "pack2"
contained_cards = 15
rarity_max = BATTLE_MONSTERS_RARITY_UNCOMMON
rarity_min = BATTLE_MONSTERS_RARITY_LEGENDARY
/obj/item/battle_monsters/wrapped/rare
name = "battle monsters rare booster pack"
desc = "A pack of 15 ultra-rare battle monster cards."
icon_state = "pack2"
contained_cards = 15
rarity_max = BATTLE_MONSTERS_RARITY_RARE
rarity_min = BATTLE_MONSTERS_RARITY_LEGENDARY
/obj/item/battle_monsters/wrapped/legendary
name = "battle monsters legendary booster pack"
desc = "A pack of 8 legendary battle monster cards."
icon_state = "pack2"
contained_cards = 8
rarity_max = BATTLE_MONSTERS_RARITY_LEGENDARY
rarity_min = BATTLE_MONSTERS_RARITY_LEGENDARY