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Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots.
49 lines
2.2 KiB
Plaintext
49 lines
2.2 KiB
Plaintext
///An element that forbids mobs without a required skill level from equipping the item.
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/datum/element/skill_reward
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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///The required skill the user has to have to equip the item.
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var/associated_skill
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/datum/element/skill_reward/Attach(datum/target, associated_skill)
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. = ..()
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if(!isitem(target))
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return ELEMENT_INCOMPATIBLE
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src.associated_skill = associated_skill
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_attack_hand))
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RegisterSignal(target, COMSIG_ITEM_POST_EQUIPPED, PROC_REF(drop_if_unworthy))
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/datum/element/skill_reward/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("You notice a powerful aura about this item, suggesting that only the truly experienced may wield it.")
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/datum/element/skill_reward/proc/on_attack_hand(datum/source, mob/living/user, list/modifiers)
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SIGNAL_HANDLER
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if(!LAZYACCESS(modifiers, CTRL_CLICK) && !check_equippable(user)) //Allows other players to drag it around at least.
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to_chat(user, span_warning("You feel completely and utterly unworthy to even touch \the [source]."))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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///We check if the item can be equipped, otherwise we drop it.
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/datum/element/skill_reward/proc/drop_if_unworthy(datum/source, mob/living/user)
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SIGNAL_HANDLER
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if(check_equippable(user) | !(source in user.get_equipped_items(TRUE)))
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return
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to_chat(user, span_warning("You feel completely and utterly unworthy to even touch \the [source]."))
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user.dropItemToGround(src, TRUE)
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return COMPONENT_EQUIPPED_FAILED
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/datum/element/skill_reward/proc/check_equippable(mob/living/user)
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return user.mind?.get_skill_level(associated_skill) >= SKILL_LEVEL_LEGENDARY
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/**
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* Welp, the code is pretty much the same, except for one tiny detail, I suppose it's ok to make a subtype of this element.
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* That tiny detail is that we don't check for skills, but if the player has played for thousands of hours.
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*/
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/datum/element/skill_reward/veteran
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element_flags = NONE
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/datum/element/skill_reward/veteran/check_equippable(mob/user)
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return user.client?.is_veteran()
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