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492 lines
25 KiB
Plaintext
492 lines
25 KiB
Plaintext
//General Rules for special effects:
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//Fire: Teamwork.
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//Energy: Can attack on the first turn or do things during the opponent's turn.
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//Water: After attack.
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//Ice: Benifits when defending.
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//Earth: Elements against the opponent.
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//Stone: Alchemy Gimmick
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/datum/battle_monsters/element
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name = "neutral" //The name of the element
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elements = BATTLE_MONSTERS_ELEMENT_NEUTRAL //Their general element.
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//Note, values are normalized at the end of generation.
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rarity = 1 //Relative rarity multiplier. Use for whether or not this card is picked for generation.
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description = "%THEYRE neutral." //Description to add.
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special_effects = "" //The special effects this element has, if any.
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_NONE //The attack flags of the monster. This is basically a general indicator of the weapon it uses.
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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.
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rarity_score = 0 //Rarity score to add to this card.
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//1 or lower means common, 2 means uncommon, 3 means rare, 4 or higher means legendary.
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//Uncommon or higher rarities should be used sparringly, and only to cards that are super noteable.
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/datum/battle_monsters/element/fire
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name = "Firebrand"
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id = "fire"
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icon_state = "fire"
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elements = BATTLE_MONSTERS_ELEMENT_FIRE
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attack_add = 0.25
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_SWORDSMAN
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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."
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rarity = BATTLE_MONSTERS_RARITY_COMMON
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/datum/battle_monsters/element/fire/lava
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name = "Fireborn"
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id = "lava"
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icon_state = "fireborn"
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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."
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_SPELLCASTER
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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."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/fire/molten
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name = "Molten"
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id = "molten"
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icon_state = "magma"
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description = "Liquid %ELEMENT_AND drips from their eyes and %WEAPON_AND. It is clear that %NAME came from the depths of below the earth."
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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."
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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."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE
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defense_add = 0.25
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/fire/candle
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name = "Candle Wax"
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id = "wax"
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icon_state = "candle"
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elements = BATTLE_MONSTERS_ELEMENT_FIRE | BATTLE_MONSTERS_ELEMENT_DARK
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description = "They are covered entirely with dark burning wax, a telltale sign of the unholy Candle Wax Cult."
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special_effects = "Waxing Power: %NAME passively gains <b>100</b> attack points for every other revealed %ELEMENT_OR type monster on your side of the field."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE
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defense_add = 0.25
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rarity = BATTLE_MONSTERS_RARITY_RARE
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rarity_score = 1
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/datum/battle_monsters/element/fire/burned
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name = "Burned"
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id = "burned"
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icon_state = "burned"
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elements = BATTLE_MONSTERS_ELEMENT_FIRE | BATTLE_MONSTERS_ELEMENT_DARK
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_SPELLCASTER
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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."
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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."
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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."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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rarity = BATTLE_MONSTERS_RARITY_RARE
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rarity_score = 1
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/datum/battle_monsters/element/fire/scorching_blade
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name = "Scorching Blade"
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id = "scorching_blade"
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icon_state = "scorching_blade"
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elements = BATTLE_MONSTERS_ELEMENT_FIRE | BATTLE_MONSTERS_ELEMENT_STONE
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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."
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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."
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tip = "If you know what you're doing, you can also send one of your own monsters to the graveyard with it."
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_SWORDSMAN
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/fire/burning_sun_god
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name = "Burning Sun God"
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id = "burning_sun_god"
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icon_state = "burning_sun_god"
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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."
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special_effects = "Godly Protection: %ELEMENT_OR monsters cannot attack or be attacked by %NAME."
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD
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tip = "%NAME can still be affected by traps or spells."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5
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rarity = BATTLE_MONSTERS_RARITY_LEGENDARY
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rarity_score = 3
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/datum/battle_monsters/element/energy
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name = "Energy"
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id = "energy"
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icon_state = "energy"
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elements = BATTLE_MONSTERS_ELEMENT_ENERGY
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attack_add = 0.25
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description = "Magical lighting flickers in the background, each strike hitting their %WEAPON_AND with %ELEMENT_AND."
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rarity = BATTLE_MONSTERS_RARITY_COMMON
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/datum/battle_monsters/element/energy/thunder
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name = "Thunderchild"
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id = "thunder"
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icon_state = "thunder"
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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attack_add = 1000
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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."
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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."
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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."
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/energy/powered
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name = "Cybernetic"
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id = "powered"
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icon_state = "powered"
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description = "Upon closer examination, it seems that they have advanced cybernetics. It is unknown where these cybernetics came from, or when, for that matter."
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special_effects = "Null Field: When %NAME is visible, all the opponent's special effects are nullified during the opponent's turn."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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rarity = BATTLE_MONSTERS_RARITY_RARE
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_MACHINE
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rarity_score = 1
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/datum/battle_monsters/element/energy/dragonslayer
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name = "Dragonslayer"
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id = "dragonslayer"
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icon_state = "dragonslayer"
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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."
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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."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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rarity = BATTLE_MONSTERS_RARITY_RARE
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rarity_score = 1
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/datum/battle_monsters/element/energy/dragoncult
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name = "Dragoncult"
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id = "dragoncult"
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icon_state = "dragoncult"
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description = "They're painted with various symbols belonging to the secretive Dragoncult, an ancient organization that serves the dragons."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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special_effects = "Dragon Protection: As long as %NAME is visible, all allied Dragons are immune to spells."
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elements = BATTLE_MONSTERS_ELEMENT_ENERGY | BATTLE_MONSTERS_ELEMENT_FIRE
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rarity = BATTLE_MONSTERS_RARITY_RARE
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rarity_score = 1
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/datum/battle_monsters/element/energy/dragongod
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name = "Dragon God"
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id = "dragon_god"
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icon_state = "dragon_god"
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD | BATTLE_MONSTERS_DEFENSETYPE_GIANT_DRAGON
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elements = BATTLE_MONSTERS_ELEMENT_ENERGY
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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."
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special_effects = "Godly Protection: %ELEMENT_OR monsters cannot attack or be attacked by %NAME.<br>Wingspan: When %NAME is summoned, all non-flying monsters on the field are sent to the graveyard."
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tip = "%NAME can still be affected by traps or spells.<br>%NAME can also send friendly units to the graveyard."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5
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rarity = BATTLE_MONSTERS_RARITY_LEGENDARY
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rarity_score = 3
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/datum/battle_monsters/element/water
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name = "Water"
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id = "water"
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icon_state = "water"
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description = "Their %WEAPON_AND is coated with magical shifting water."
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elements = BATTLE_MONSTERS_ELEMENT_WATER
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rarity = BATTLE_MONSTERS_RARITY_COMMON
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/datum/battle_monsters/element/water/morphing
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name = "Morphling"
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id = "morphling"
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icon_state = "water2"
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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."
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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."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/water/raincloud
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name = "Rain"
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id = "rain"
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icon_state = "raincloud"
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description = "Depressing rainclouds hover above them. Such rainclouds are usually caused by a curse given by witches for the penalty of being too sad."
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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."
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power_mul = 0.75
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attack_add = 0.5
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power_add = BATTLE_MONSTERS_POWER_UPGRADE
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/water/trench_pirate
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name = "Trench"
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id = "trench_pirate"
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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."
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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."
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elements = BATTLE_MONSTERS_ELEMENT_WATER | BATTLE_MONSTERS_ELEMENT_DARK
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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rarity = BATTLE_MONSTERS_RARITY_RARE
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rarity_score = 1
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/datum/battle_monsters/element/water/typhoon_god
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name = "Typhoon Lord"
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id = "typhoon_lord"
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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."
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special_effects = "Tidal Wave: When %NAME is summoned, all non water element monsters, traps, and spells on the field are sent to the graveyard."
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elements = BATTLE_MONSTERS_ELEMENT_WATER
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 4
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rarity = BATTLE_MONSTERS_RARITY_MYTHICAL
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rarity_score = 2
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/datum/battle_monsters/element/ice
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name = "Ice"
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id = "ice"
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icon_state = "ice"
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description = "They seem well equipped to deal with the harsh, icy weather on the Plains of Narbask."
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elements = BATTLE_MONSTERS_ELEMENT_ICE
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defense_add = 1
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rarity = BATTLE_MONSTERS_RARITY_COMMON
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/datum/battle_monsters/element/ice/defender
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name = "Igloo Defender"
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id = "igloo"
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icon_state = "igloo"
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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."
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_SHIELD
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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special_effects = "Master Defender: As long as %NAME is visible, its owner cannot be attacked by monsters. "
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/ice/yeti
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name = "Yeti"
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id = "yeti"
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icon_state = "white"
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description = "They're covered head to toe in white, absorbant magical fur. Their %WEAPON_AND is ferocious, especially for a %SPECIES."
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special_effects = "Spell Absorbtion: As long as %NAME is visible, it's owner cannot be affected by traps or spells."
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_CREATURE
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_CLAWS
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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rarity = BATTLE_MONSTERS_RARITY_RARE
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rarity_score = 1
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/datum/battle_monsters/element/ice/frostlord
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name = "Frostlord"
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id = "frostlord"
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icon_state = "ice"
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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."
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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.<br>Spell Immunity: %NAME cannot be affected by traps or spells."
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elements = BATTLE_MONSTERS_ELEMENT_ICE
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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rarity = BATTLE_MONSTERS_RARITY_RARE
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/datum/battle_monsters/element/ice/frost_guardian
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name = "Frost Guardian"
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id = "frostguardian"
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icon_state = "ice"
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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."
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special_effects = "Best Defense: As long as %NAME is on the field, its owner cannot lose life points from monster battles."
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attack_mul = 0
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elements = BATTLE_MONSTERS_ELEMENT_ICE
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 3
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rarity = BATTLE_MONSTERS_RARITY_RARE
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/datum/battle_monsters/element/ice/blizzard_god
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name = "Blizzard God"
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id = "blizzard_god"
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icon_state = "frost_god"
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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."
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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."
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5
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rarity = BATTLE_MONSTERS_RARITY_LEGENDARY
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rarity_score = 3
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/datum/battle_monsters/element/earth
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name = "Earth"
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id = "earth"
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icon_state = "earth"
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description = "Earthen roots shift around them with small flowers budding from it's branches, signifying a oneness with nature."
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elements = BATTLE_MONSTERS_ELEMENT_EARTH
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rarity = BATTLE_MONSTERS_RARITY_COMMON
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/datum/battle_monsters/element/earth/treant
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name = "Treant"
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id = "treant"
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icon_state = "treant"
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description = "They seem to be made out of living mystical wood."
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special_effects = "Exploit Water: If there is a water monster on the opposing side of the field, %NAME gains <b>500</b> defense points."
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defense_mul = 1.25
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power_add = BATTLE_MONSTERS_POWER_UPGRADE
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/earth/bonfire
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name = "Bonfire"
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id = "bonfire"
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icon_state = "bonfire"
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elements = BATTLE_MONSTERS_ELEMENT_EARTH | BATTLE_MONSTERS_ELEMENT_FIRE
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description = "They seem to be made out of burning driftwood."
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special_effects = "Exploit Fire: If there is a fire monster on the opposing side of the field, %NAME gains <b>500</b> attack points."
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defense_mul = 1.25
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power_add = BATTLE_MONSTERS_POWER_UPGRADE
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rarity = BATTLE_MONSTERS_RARITY_UNCOMMON
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/datum/battle_monsters/element/earth/fairy
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name = "Fairy"
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id = "fairy"
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icon_state = "fairy"
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elements = BATTLE_MONSTERS_ELEMENT_EARTH | BATTLE_MONSTERS_ELEMENT_LIGHT
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attack_type = BATTLE_MONSTERS_ATTACKTYPE_CLAWS
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_FLYING
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description = "They are quite tiny, and have little pixie wings growing out of their back and extra long claws."
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special_effects = "Exploit Dark: If there is a dark monster on the opposing side of the field, all %ELEMENT_AND monsters gain <b>500</b> defense points for as long as %NAME is visible."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 2
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power_mul = 0.5
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defense_mul = 0.5
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rarity = BATTLE_MONSTERS_RARITY_RARE
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rarity_score = 1
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/datum/battle_monsters/element/earth/forest_god
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name = "Forest God"
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id = "frost_god"
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icon_state = "earth_god"
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elements = BATTLE_MONSTERS_ELEMENT_EARTH | BATTLE_MONSTERS_ELEMENT_WATER | BATTLE_MONSTERS_ELEMENT_STONE
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defense_type = BATTLE_MONSTERS_DEFENSETYPE_GOD | BATTLE_MONSTERS_DEFENSETYPE_COLOSSUS
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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."
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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."
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power_add = BATTLE_MONSTERS_POWER_UPGRADE * 5
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defense_mul = 2
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rarity = BATTLE_MONSTERS_RARITY_LEGENDARY
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rarity_score = 3
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/datum/battle_monsters/element/stone
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name = "Stone"
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id = "stone"
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icon_state = "stone"
|
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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
|
|
|
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/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.<br>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 |