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* bane component to element. nullrod now uses it for revenants. (#60640) * bane component to element. nullrod uses it for revenants. * TRUE to FALSE * bane component to element. nullrod now uses it for revenants. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
215 lines
7.2 KiB
Plaintext
215 lines
7.2 KiB
Plaintext
/datum/fantasy_affix/cosmetic_suffixes
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name = "purely cosmetic suffix"
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placement = AFFIX_SUFFIX
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alignment = AFFIX_GOOD | AFFIX_EVIL
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var/list/goodSuffixes
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var/list/badSuffixes
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/datum/fantasy_affix/cosmetic_suffixes/New()
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goodSuffixes = list(
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"dexterity",
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"constitution",
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"intelligence",
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"wisdom",
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"charisma",
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"the forest",
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"the hills",
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"the plains",
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"the sea",
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"the sun",
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"the moon",
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"the void",
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"the world",
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"many secrets",
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"many tales",
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"many colors",
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"rending",
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"sundering",
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"the night",
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"the day",
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)
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badSuffixes = list(
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"draining",
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"burden",
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"discomfort",
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"awkwardness",
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"poor hygiene",
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"timidity",
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)
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weight = (length(goodSuffixes) + length(badSuffixes)) * 10
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/datum/fantasy_affix/cosmetic_suffixes/apply(datum/component/fantasy/comp, newName)
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if(comp.quality > 0 || (comp.quality == 0 && prob(50)))
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return "[newName] of [pick(goodSuffixes)]"
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else
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return "[newName] of [pick(badSuffixes)]"
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//////////// Good suffixes
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/datum/fantasy_affix/bane
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name = "of <mobtype> slaying (random species, carbon or simple animal)"
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placement = AFFIX_SUFFIX
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alignment = AFFIX_GOOD
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var/list/target_types_by_comp = list()
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/datum/fantasy_affix/bane/apply(datum/component/fantasy/comp, newName)
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. = ..()
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// This is set up to be easy to add to these lists as I expect it will need modifications
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var/static/list/possible_mobtypes
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if(!possible_mobtypes)
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// The base list of allowed mob/species types
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possible_mobtypes = typecacheof(list(
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/mob/living/simple_animal,
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/mob/living/carbon,
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/datum/species,
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))
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// Some particular types to disallow if they're too broad/abstract
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possible_mobtypes -= list(
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/mob/living/simple_animal/hostile,
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)
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// Some types to remove them and their subtypes
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possible_mobtypes -= typecacheof(list(
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/mob/living/carbon/human/species,
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))
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var/mob/picked_mobtype = pick(possible_mobtypes)
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// This works even with the species picks since we're only accessing the name
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var/obj/item/master = comp.parent
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master.AddElement(/datum/element/bane, picked_mobtype)
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target_types_by_comp[comp] = picked_mobtype
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return "[newName] of [initial(picked_mobtype.name)] slaying"
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/datum/fantasy_affix/bane/remove(datum/component/fantasy/comp)
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var/picked_mobtype = target_types_by_comp[comp]
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var/obj/item/master = comp.parent
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master.RemoveElement(/datum/element/bane, picked_mobtype)
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target_types_by_comp -= comp
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/datum/fantasy_affix/summoning
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name = "of <mobtype> summoning (dangerous, can pick all but megafauna tier stuff)"
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placement = AFFIX_SUFFIX
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alignment = AFFIX_GOOD
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weight = 5
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/datum/fantasy_affix/summoning/apply(datum/component/fantasy/comp, newName)
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. = ..()
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// This is set up to be easy to add to these lists as I expect it will need modifications
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var/static/list/possible_mobtypes
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if(!possible_mobtypes)
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// The base list of allowed mob/species types
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possible_mobtypes = typecacheof(list(
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/mob/living/simple_animal,
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/mob/living/carbon,
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/datum/species,
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))
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// Some particular types to disallow if they're too broad/abstract
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possible_mobtypes -= list(
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/mob/living/simple_animal/hostile,
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)
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// Some types to remove them and their subtypes
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possible_mobtypes -= typecacheof(list(
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/mob/living/carbon/human/species,
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/mob/living/simple_animal/hostile/syndicate/mecha_pilot,
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/mob/living/simple_animal/hostile/asteroid/elite,
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/mob/living/simple_animal/hostile/megafauna,
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))
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var/mob/picked_mobtype = pick(possible_mobtypes)
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// This works even with the species picks since we're only accessing the name
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var/obj/item/master = comp.parent
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var/max_mobs = max(CEILING(comp.quality/2, 1), 1)
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var/spawn_delay = 300 - 30 * comp.quality
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comp.appliedComponents += master.AddComponent(/datum/component/summoning, list(picked_mobtype), 100, max_mobs, spawn_delay)
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return "[newName] of [initial(picked_mobtype.name)] summoning"
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/datum/fantasy_affix/shrapnel
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name = "shrapnel"
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placement = AFFIX_SUFFIX
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alignment = AFFIX_GOOD
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/datum/fantasy_affix/shrapnel/validate(obj/item/attached)
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if(isgun(attached))
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return TRUE
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return FALSE
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/datum/fantasy_affix/shrapnel/apply(datum/component/fantasy/comp, newName)
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. = ..()
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// higher means more likely
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var/list/weighted_projectile_types = list(/obj/projectile/meteor = 1,
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/obj/projectile/energy/nuclear_particle = 1,
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/obj/projectile/beam/pulse = 1,
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/obj/projectile/bullet/honker = 15,
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/obj/projectile/temp = 15,
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/obj/projectile/ion = 15,
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/obj/projectile/magic/door = 15,
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/obj/projectile/magic/locker = 15,
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/obj/projectile/magic/fetch = 15,
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/obj/projectile/beam/emitter = 15,
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/obj/projectile/magic/flying = 15,
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/obj/projectile/energy/net = 15,
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/obj/projectile/bullet/incendiary/c9mm = 15,
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/obj/projectile/temp/hot = 15,
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/obj/projectile/beam/disabler = 15)
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var/obj/projectile/picked_projectiletype = pickweight(weighted_projectile_types)
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var/obj/item/master = comp.parent
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comp.appliedComponents += master.AddComponent(/datum/component/mirv, picked_projectiletype)
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return "[newName] of [initial(picked_projectiletype.name)] shrapnel"
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/datum/fantasy_affix/strength
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name = "of strength (knockback)"
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placement = AFFIX_SUFFIX
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alignment = AFFIX_GOOD
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/datum/fantasy_affix/strength/apply(datum/component/fantasy/comp, newName)
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. = ..()
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var/obj/item/master = comp.parent
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master.AddElement(/datum/element/knockback, CEILING(comp.quality/2, 1), FLOOR(comp.quality/10, 1))
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return "[newName] of strength"
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/datum/fantasy_affix/strength/remove(datum/component/fantasy/comp)
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var/obj/item/master = comp.parent
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master.RemoveElement(/datum/element/knockback, CEILING(comp.quality/2, 1), FLOOR(comp.quality/10, 1))
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//////////// Bad suffixes
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/datum/fantasy_affix/fool
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name = "of the fool (honking)"
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placement = AFFIX_SUFFIX
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alignment = AFFIX_EVIL
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/datum/fantasy_affix/fool/apply(datum/component/fantasy/comp, newName)
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. = ..()
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var/obj/item/master = comp.parent
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comp.appliedComponents += master.AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg' = 1), 50, falloff_exponent = 20)
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return "[newName] of the fool"
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/datum/fantasy_affix/curse_of_hunger
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name = "curse of hunger"
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placement = AFFIX_SUFFIX
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alignment = AFFIX_EVIL
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/datum/fantasy_affix/curse_of_hunger/validate(obj/item/attached)
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//curse of hunger that attaches onto food has the ability to eat itself. it's hilarious.
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if(!IS_EDIBLE(attached))
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return TRUE
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return TRUE
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/datum/fantasy_affix/curse_of_hunger/apply(datum/component/fantasy/comp, newName)
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. = ..()
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var/obj/item/master = comp.parent
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var/filter_color = "#8a0c0ca1" //clarified args
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var/new_name = pick(", eternally hungry", " of the glutton", " cursed with hunger", ", consumer of all", " of the feast")
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master.AddElement(/datum/element/curse_announcement, "[master] is cursed with the curse of hunger!", filter_color, new_name, comp)
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var/add_dropdel = FALSE //clarified boolean
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comp.appliedComponents += master.AddComponent(/datum/component/curse_of_hunger, add_dropdel)
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return newName //no spoilers!
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/datum/fantasy_affix/curse_of_hunger/remove(datum/component/fantasy/comp)
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var/obj/item/master = comp.parent
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master.RemoveElement(/datum/element/curse_announcement) //just in case
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