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https://github.com/Bubberstation/Bubberstation.git
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bc2215667f
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
118 lines
4.5 KiB
Plaintext
118 lines
4.5 KiB
Plaintext
/datum/round_event_control/wizard/rpgloot //its time to minmax your shit
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name = "RPG Loot"
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weight = 3
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typepath = /datum/round_event/wizard/rpgloot
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max_occurrences = 1
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earliest_start = 0 MINUTES
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description = "Every item in the world will have fantastical names."
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min_wizard_trigger_potency = 4
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max_wizard_trigger_potency = 7
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/datum/round_event/wizard/rpgloot/start()
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GLOB.rpgloot_controller = new /datum/rpgloot_controller
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/obj/item/upgradescroll
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name = "item fortification scroll"
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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\". <i>This all feels so arbitrary...</i>"
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icon = 'icons/obj/scrolls.dmi'
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icon_state = "scroll"
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worn_icon_state = "scroll"
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w_class = WEIGHT_CLASS_TINY
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var/upgrade_amount = 1
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var/can_backfire = TRUE
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var/uses = 1
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/obj/item/upgradescroll/apply_fantasy_bonuses(bonus)
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. = ..()
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if(bonus >= 15)
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can_backfire = FALSE
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upgrade_amount = modify_fantasy_variable("upgrade_amount", upgrade_amount, round(bonus / 4), minimum = 1)
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/obj/item/upgradescroll/remove_fantasy_bonuses(bonus)
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upgrade_amount = reset_fantasy_variable("upgrade_amount", upgrade_amount)
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can_backfire = TRUE
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return ..()
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/obj/item/upgradescroll/pre_attack(obj/item/target, mob/living/user, list/modifiers, list/attack_modifiers)
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. = ..()
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if(. || !istype(target) || !user.combat_mode)
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return
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target.AddComponent(/datum/component/fantasy, upgrade_amount, null, null, can_backfire, TRUE)
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uses -= 1
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if(!uses)
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visible_message(span_warning("[src] vanishes, its magic completely consumed from the fortification."))
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qdel(src)
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return TRUE
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/obj/item/upgradescroll/unlimited
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name = "unlimited foolproof item fortification scroll"
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desc = "Somehow, this piece of paper can be applied to items to make them \"better\". This scroll is made from the tongues of dead paper wizards, and can be used an unlimited number of times, with no drawbacks."
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uses = INFINITY
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can_backfire = FALSE
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///Holds the global datum for rpgloot, so anywhere may check for its existence (it signals into whatever it needs to modify, so it shouldn't require fetching)
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GLOBAL_DATUM(rpgloot_controller, /datum/rpgloot_controller)
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/**
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* ## rpgloot controller!
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*
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* Stored in a global datum, and created when rpgloot is turned on via event or VV'ing the GLOB.rpgloot_controller to be a new /datum/rpgloot_controller.
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* Makes every item in the world fantasy, but also hooks into global signals for new items created to also bless them with fantasy.
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*
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* What do I mean by fantasy?
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* * Items will have random qualities assigned to them
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* * Good quality items will have positive buffs/special powers applied to them
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* * Bad quality items will get the opposite!
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* * All of this is reflected in a fitting name for the item
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* * See fantasy.dm and read the component for more information :)
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*/
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/datum/rpgloot_controller
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/datum/rpgloot_controller/New()
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. = ..()
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//second operation takes MUCH longer, so lets set up signals first.
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RegisterSignal(SSdcs, COMSIG_GLOB_ATOM_AFTER_POST_INIT, PROC_REF(on_new_item_in_existence))
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handle_current_items()
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///signal sent by a new item being created.
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/datum/rpgloot_controller/proc/on_new_item_in_existence(datum/source, obj/item/created_item)
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SIGNAL_HANDLER
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if(!istype(created_item))
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return
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if(created_item.item_flags & SKIP_FANTASY_ON_SPAWN)
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return
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created_item.AddComponent(/datum/component/fantasy)
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/**
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* ### handle_current_items
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*
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* Gives every viable item in the world the fantasy component.
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* If the item it is giving fantasy to is a storage item, there's a chance it'll drop in an item fortification scroll. neat!
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*/
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/datum/rpgloot_controller/proc/handle_current_items()
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var/upgrade_scroll_chance = 0
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for(var/obj/item/fantasy_item in world)
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CHECK_TICK
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if(!(fantasy_item.flags_1 & INITIALIZED_1) || QDELETED(fantasy_item))
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continue
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fantasy_item.AddComponent(/datum/component/fantasy)
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if(isnull(fantasy_item.loc))
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continue
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if(istype(fantasy_item, /obj/item/storage))
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var/obj/item/storage/storage_item = fantasy_item
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var/datum/storage/storage_component = storage_item.atom_storage
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if(prob(upgrade_scroll_chance) && storage_item.contents.len < storage_component.max_slots && !storage_item.invisibility)
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var/obj/item/upgradescroll/scroll = new(get_turf(storage_item))
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storage_item.atom_storage?.attempt_insert(scroll, override = TRUE, force = STORAGE_SOFT_LOCKED)
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upgrade_scroll_chance = max(0,upgrade_scroll_chance-100)
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if(isturf(scroll.loc))
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qdel(scroll)
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upgrade_scroll_chance += 25
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