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[MIRROR] Improves the RPG loot wizard event. [MDB IGNORE] (#22800)
* Improves the RPG loot wizard event. (#77218) ## About The Pull Request As the title says. Adds a bunch more stat changes to various different items and a somewhat simple way of modifying them whilst minimizing side-effects as much as possible. Added a new negative curse of polymorph suffix that can randomly polymorph you once you pick up the item. Curse of hunger items won't start on items that are not on a turf. Curse of polymorph will only activate when equipped. Bodyparts, two-handed melees, bags, guns and grenades, to name a few, have a bunch of type-specific stat changes depending on their quality. Some items won't gain fantasy suffixes during the RPG loot event, like stacks, chairs and paper, to make gamifying the stats a bit harder. I'm sure there'll still be other ways to game the event, but it's not that big of a deal since these are the easiest ways to game it. High level items also have a cool unusual effect aura ## Why It's Good For The Game Makes the RPG item event cooler. Right now, it's a bit lame since everything only gains force value and wound bonus on attack. This makes the statistic increases more type-based and make it interesting to use It's okay for some items to be powerful since this is a wizard event and a very impactful one too. By making the curse of hunger items not spawn on people, it'll also make it a less painful event too. ## Changelog 🆑 add: Expanded the RPG loot wizard event by giving various different items their own statistic boost. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Improves the RPG loot wizard event. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
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@@ -200,6 +200,23 @@
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/// List of the above datums which have actually been instantiated, managed automatically
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var/list/feature_offsets = list()
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/obj/item/bodypart/apply_fantasy_bonuses(bonus)
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. = ..()
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unarmed_damage_low = modify_fantasy_variable("unarmed_damage_low", unarmed_damage_low, bonus, minimum = 1)
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unarmed_damage_high = modify_fantasy_variable("unarmed_damage_high", unarmed_damage_high, bonus, minimum = 1)
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brute_modifier = modify_fantasy_variable("brute_modifier", brute_modifier, bonus * 0.02, minimum = 0.7)
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burn_modifier = modify_fantasy_variable("burn_modifier", burn_modifier, bonus * 0.02, minimum = 0.7)
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wound_resistance = modify_fantasy_variable("wound_resistance", wound_resistance, bonus)
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/obj/item/bodypart/remove_fantasy_bonuses(bonus)
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unarmed_damage_low = reset_fantasy_variable("unarmed_damage_low", unarmed_damage_low)
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unarmed_damage_high = reset_fantasy_variable("unarmed_damage_high", unarmed_damage_high)
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brute_modifier = reset_fantasy_variable("brute_modifier", brute_modifier)
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burn_modifier = reset_fantasy_variable("burn_modifier", burn_modifier)
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wound_resistance = reset_fantasy_variable("wound_resistance", wound_resistance)
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return ..()
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/obj/item/bodypart/Initialize(mapload)
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. = ..()
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if(can_be_disabled)
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