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