/** * Crusher Loot; which makes the attached mob drop a crusher trophy of some type if the majority damage was from a crusher! * * Used for all the mobs droppin' crusher trophies */ /datum/element/crusher_loot element_flags = ELEMENT_BESPOKE argument_hash_start_idx = 2 /// Path of the trophy dropped (or list of trophies) var/trophy_type /// chance to drop the trophy, lowered by the mob only taking partial crusher damage instead of full /// for example, 25% would mean ~4 mobs need to die before you find one. /// but it would be more if you didn't deal full crusher damage to them. var/drop_mod /// If true, will immediately spawn the item instead of putting it in butcher loot. var/drop_immediately /datum/element/crusher_loot/Attach(datum/target, trophy_type, drop_mod = 25, drop_immediately = FALSE) . = ..() if(!isliving(target)) return ELEMENT_INCOMPATIBLE RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death)) src.trophy_type = trophy_type src.drop_mod = drop_mod src.drop_immediately = drop_immediately /datum/element/crusher_loot/Detach(datum/target) UnregisterSignal(target, COMSIG_LIVING_DEATH) return ..() /datum/element/crusher_loot/proc/on_death(mob/living/target, gibbed) SIGNAL_HANDLER var/datum/status_effect/crusher_damage/damage = target.has_status_effect(/datum/status_effect/crusher_damage) // SKYRAT EDIT START - ASHWALKER TROPHIES var/datum/status_effect/ashwalker_damage/ashie_damage = target.has_status_effect(/datum/status_effect/ashwalker_damage) // SKYRAT EDIT ADDITION var/damage_total = damage?.total_damage + ashie_damage?.total_damage // SKYRAT EDIT ADDITION if(damage_total && prob((damage_total/target.maxHealth) * drop_mod)) //on average, you'll need to kill 4 creatures before getting the item. by default. // SKYRAT EDIT - ORIGINAL: if(damage && prob((damage.total_damage/target.maxHealth) * drop_mod)) // SKYRAT EDIT END - ASHWALKER TROPHIES if(islist(trophy_type)) for(var/trophypath in trophy_type) make_path(target, trophypath) return make_path(target, trophy_type) /datum/element/crusher_loot/proc/make_path(mob/living/target, path) if(drop_immediately) new path(get_turf(target)) else target.butcher_results[path] = 1