Files
Bubberstation/code/datums/elements/spooky.dm
T
GhomandGitHub 2d7b8a5ff6 material fishing rods and material fish. (#87108)
## About The Pull Request
The reason why I refactored material effects code is here.

In this PR I add the possibility of printing fishing rods from different
materials at your nearest autolathe, though it doesn't stop there. Each
material has different values for (so far) fishing difficulty, casting
range, experience gained and foremost the chance of catching fish made
of the same material as the fishing rod used to catch it. The material
the fish is made from can either increase or decrease the weight of the
fish.

In a many cases, material rods can also have other small effects on
fishing, like removing the chances of duds even without a bait, or
attracting shiny-loving fish, or passing some other fish trait checks.
In a few cases, these fishing rods can have bigger, more impactful
effects on fishing. That said, here's a list of more or less the effects
(skipping very minor ones and those inherited from being items) and
modifiers across materials so far, a few things will be added later:

<details>
<summary>Huge-ass list (out-fucking-dated now that I've added 5 more
variables 😢)</summary>

- Iron: +30% fish weight, 8% chance of material fish
- Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of
material fish
- Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5%
chance of material fish
- Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5%
material fish, +1 casting range
- Diamond: +40% fish weight, -13 difficulty, -30% experience, 23%
material fish, -1 casting range
- Uranium: +100% fish weight, 8% material fish
- Plasma: +30% fish weight, 8% material fish
- Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23%
material fish, +5 range
- - 33% chance of selecting a reward from (almost) any fishing source
instead of the current one.
- Bananium +20 difficulty, +60% experience, 38% material fish, +3
casting range
- - 20% chance of fishing either a clownfish, lubefish, donkfish,
soulfish or skin crab instead
- Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range
- Runite: +50% fish weight, -18 difficulty, +220% experience, 38%
material fish, +1 range
- Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material
fish, +2 range
- Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material
fish, -1 range
- Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33%
material fish, +1 range
- Mythril: +40% fish weight, -25 difficulty, -50% experience, 43%
material fish, +2 range
- Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18%
material fish, +1 range
- Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23%
material, +4 range
- Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2
range
- Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material,
-2 range
- Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2
range
- Runed Metal: +50% weight, -12 diff, -10% experience, 38% material
- Bronze, +40% weight, 13% material
- Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range
- - Has a 20% chance of fishing up an aggressive stickman
- Cardboard: Same as above, but without the stickmen
- Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range
- - 20% chance of fishing up either a unmarine bonemass, a unmarine
mastodon, a hostile skellie or rarely a single-use spectral instrument
that can turn you or someone else into a spooky scary skeleton.
- Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1
range
- Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material
- Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material
- Plastitanium: +10% weight, -10 difficulty, -5% experience, 8%
material, +1 range
- Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material
- Titanium Glass: +25% weight, -5 difficulty, +25% experience 8%
material
- Plastitanium Glass: +20% weight, +50% experience, 8% material
- Alien Alloy: +140% weight, -25 difficulty, 33% material, -40%
experience, +2 range
- Hauntium (good luck using it): +40% weight, -30 difficulty, +50%
experience, 38% material, +2 range
- Meat: +13 difficulty, -20% experience, 28% material, -2 range
- Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2
range

</details>

## Why It's Good For The Game
I think it's nice to have two features interact with each other (fishing
and materials), and it adds a layer of interesting uses to some
materials.

## Changelog

🆑
add: Autolathes can now print fishing rods of different materials, which
can increase or decrease fishing difficulty, casting range, and
experience gained, and can have other interesting effects.
/🆑
2024-11-03 11:20:39 -05:00

87 lines
3.8 KiB
Plaintext

/datum/element/spooky
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
///will it spawn a new instrument
var/too_spooky = TRUE
///Once used, the element is detached
var/single_use = FALSE
/datum/element/spooky/Attach(datum/target, too_spooky = TRUE, single_use = FALSE)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
src.too_spooky = too_spooky
src.single_use = single_use
RegisterSignal(target, COMSIG_ITEM_ATTACK, PROC_REF(spectral_attack))
/datum/element/spooky/Detach(datum/source)
UnregisterSignal(source, COMSIG_ITEM_ATTACK)
return ..()
/datum/element/spooky/proc/spectral_attack(datum/source, mob/living/carbon/C, mob/user)
SIGNAL_HANDLER
if(ishuman(user)) //this weapon wasn't meant for mortals.
var/mob/living/carbon/human/U = user
if(!istype(U.dna.species, /datum/species/skeleton))
U.adjustStaminaLoss(35) //Extra Damage
U.set_jitter_if_lower(70 SECONDS)
U.set_stutter(40 SECONDS)
if(U.getStaminaLoss() > 95)
to_chat(U, "<font color ='red', size ='4'><B>Your ears weren't meant for this spectral sound.</B></font>")
INVOKE_ASYNC(src, PROC_REF(spectral_change), U)
if(single_use)
to_chat(user, span_warning("You feel like [source] has lost its spookiness..."))
Detach(source)
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.dna.species, /datum/species/skeleton))
return //undeads are unaffected by the spook-pocalypse.
if(istype(H.dna.species, /datum/species/zombie))
H.adjustStaminaLoss(25)
H.Paralyze(15) //zombies can't resist the doot
C.set_jitter_if_lower(70 SECONDS)
C.set_stutter(40 SECONDS)
if((!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly)))
C.adjustStaminaLoss(18) //boneless humanoids don't lose the will to live
to_chat(C, "<font color='red' size='4'><B>DOOT</B></font>")
to_chat(C, span_robot("<font size='4'>You're feeling more bony.</font>"))
INVOKE_ASYNC(src, PROC_REF(spectral_change), H)
if(single_use)
to_chat(user, span_warning("You feel like [source] has lost its spookiness..."))
Detach(source)
else //the sound will spook monkeys.
C.set_jitter_if_lower(30 SECONDS)
C.set_stutter(40 SECONDS)
C.add_mood_event("spooked", /datum/mood_event/spooked)
/datum/element/spooky/proc/spectral_change(mob/living/carbon/human/H, mob/user)
if((H.getStaminaLoss() > 95) && (!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly)))
H.Paralyze(20)
H.set_species(/datum/species/skeleton)
H.visible_message(span_warning("[H] has given up on life as a mortal."))
var/T = get_turf(H)
if(too_spooky)
if(prob(90))
var/obj/item/instrument = pick(
/obj/item/instrument/saxophone/spectral,
/obj/item/instrument/trumpet/spectral,
/obj/item/instrument/trombone/spectral,
)
new instrument(T)
else
to_chat(H, span_boldwarning("The spooky gods forgot to ship your instrument. Better luck next unlife."))
to_chat(H, span_boldnotice("You are a spooky skeleton!"))
to_chat(H, span_boldnotice("A new life and identity has begun. Help your fellow skeletons into bringing out the spooky-pocalypse. You haven't forgotten your past life, and are still beholden to past loyalties."))
change_name(H) //time for a new name!
/datum/element/spooky/proc/change_name(mob/living/carbon/human/spooked)
var/skeleton_name = spooked.client ? sanitize_name(tgui_input_text(spooked, "Enter your new skeleton name", "Spookifier", spooked.real_name, MAX_NAME_LEN)) : null
if(!skeleton_name)
skeleton_name = "\improper spooky skeleton"
spooked.fully_replace_character_name(null, skeleton_name)