/datum/round_event_control/wizard/rpgloot //its time to minmax your shit name = "RPG Loot" weight = 3 typepath = /datum/round_event/wizard/rpgloot/ max_occurrences = 1 earliest_start = 0 /datum/round_event/wizard/rpgloot/start() var/list/prefixespositive = list("greater", "major", "blessed", "superior", "enpowered", "honed", "true", "glorious", "robust") var/list/prefixesnegative = list("lesser", "minor", "blighted", "inferior", "enfeebled", "rusted", "unsteady", "tragic", "gimped") var/list/suffixes = list("orc slaying", "elf slaying", "corgi slaying", "strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma", "the forest", "the hills", "the plains", "the sea", "the sun", "the moon", "the void", "the world", "the fool", "many secrets", "many tales", "many colors", "rending", "sundering", "the night", "the day") var/upgrade_scroll_chance = 0 for(var/obj/item/I in world) if(istype(I,/obj/item/organ/)) continue var/quality = pick(1;15, 2;14, 2;13, 2;12, 3;11, 3;10, 3;9, 4;8, 4;7, 4;6, 5;5, 5;4, 5;3, 6;2, 6;1, 6;0) if(prob(50)) quality = -quality if(quality > 0) I.name = "[pick(prefixespositive)] [I.name] of [pick(suffixes)] +[quality]" else if(quality < 0) I.name = "[pick(prefixesnegative)] [I.name] of [pick(suffixes)] [quality]" else I.name = "[I.name] of [pick(suffixes)]" I.force = max(0,I.force + quality) I.throwforce = max(0,I.throwforce + quality) for(var/value in I.armor) I.armor[value] += quality if(istype(I,/obj/item/weapon/storage)) var/obj/item/weapon/storage/S = I if(prob(upgrade_scroll_chance) && S.contents.len < S.storage_slots) var/obj/item/upgradescroll/scroll = new S.handle_item_insertion(scroll,1) upgrade_scroll_chance = max(0,upgrade_scroll_chance-100) upgrade_scroll_chance += 25 /obj/item/upgradescroll name = "Item Fortification Scroll" desc = "Somehow, this piece of paper can be applied to items to make them \"better\". Apparently there's a risk of losing the item if it's already \"too good\". This all feels so arbitrary..." icon = 'icons/obj/wizard.dmi' icon_state = "scroll" w_class = 1 /obj/item/upgradescroll/afterattack(obj/item/target, mob/user , proximity) if(!proximity || !istype(target)) return var/quality = target.force - initial(target.force) if(quality > 9 && prob((quality - 9)*10)) user << "[target] catches fire!" if(target.burn_state == -1) target.burn_state = 0 target.fire_act() qdel(src) return target.force += 1 target.throwforce += 1 for(var/value in target.armor) target.armor[value] += 1 user << "[target] glows blue and seems vaguely \"better\"!" qdel(src)