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## About The Pull Request Heretic has received a complete overhaul. This PR touches nearly every aspect of the antagonist. For readability's sake, not every change is going to be listed in this pull request. For the full list of changes please refer to the design doc: https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. Code by Me, @Xander3359 and @Arturlang TGUI by @Arturlang Sprites by OrcaCora and GregorDM Writing bits by @necromanceranne ### Core changes - Cross-pathing has been removed. Main knowledge spells are now exclusive to their path (for the most part). - For every main knowledge unlocked (save for the robes and the blade upgrade), Heretics can choose one option from a draft of 3 random side knowledges (this is a free point). - Heretics can now purchase side knowledges from a new tab, the "Knowledge Shop". Side-knowledges have been divided by tier (Stealth, Defense, Summons, Combat and Main). Tiers are unlocked as you progress toward your main path. - Heretics now gain the grasp and mark upgrade immediately, but their main knowledge choices cost twice as much (except for the first spell, the robes and the blade upgrade). - Path specific robes have been introduced! They come with their own set of quirks. - Each Path has received a passive ability. This passive is upgraded when you first create your robes, and again when you complete the Ritual of Knowledge. - Paths have been rebalanced as a result of the removal of cross-path progression. Cosmic and Moon paths have received soft reworks. - Upon unlocking the path 2nd level or reaching a total of 8 points worth of knowledge, Heretics will lose the ability to blade break (and the limit on blades all together). - Ascension now automatically calls the shuttle with no possibility of a recall. - Late join Heretic has been removed. ### New UI <img width="750" height="635" alt="moon path ui" src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990" /> ### Knowledge shop <img width="787" height="669" alt="Knowledge shop" src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7" /> ### Quality of life //General balance changes - Heretics will now gain X-ray vision for a few seconds when nearby an eldritch essence (this effect has a cooldown). - Ritual of knowledge now requires 1 uncommon item instead of 2. You may now use a stunprod instead of a baton to complete the ritual. Beartraps have been removed from the list of possible reagents. - The maximum number of possible sacrifices required to ascend has been reduced from 6 to 5 while the minimum has been upped to 4. - Codex Cicatrix no longer requires a special pen to be made. ### Passive abilities - Heretics now start with a passive ability. You can find what it does on the path info tab after a path has been selected, and what they gain when upgraded. - Crafting your first set of Eldritch robes will bump your passive to level 2. - Unlocking the 2nd level will subsequently unlock your "Ritual Of Knowledge" - Completing the ritual of knowledge or ascending will net you the final level. ### Path Specific Robes - Armorer's Ritual is no longer a side knowledge. Each path will have their own unique version of the ritual. This is placed after the 2nd spell in the tree. - Robes can no longer be destroyed by fire and acid, grant t4 flash protection (Moth Heretics stay winning) and protection against basic syringes, to bring them on par with other antagonist's armor sets. - The recipe to craft the robes is now a set of armor/vest, a mask (any mask will do now, not just gas masks), plus the unique reagent required for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so on) - Wearing the robes as a non-heretic may yield some unfortunate side-effects. ### Moon Path Rework Moon path rework. Moon Heretics gain immunity to brain traumas and slowly regenerate brain health. Equipping the moon amulette channels its effects through the moon blade; making it unblockable and cause sanity damage instead of brute. Ring leader's Rise now summons an army of harmless clones that explode when attacked; the explosion briefly stuns non-heretics and cause sanity and brain damage to them. Moon blade can also now be used when pacified and Moon spells are no longer blocked by regular anti magic, only mind magic protection. **Cosmic Path Rework** Cosmic path has received the biggest batch of changes alongside Moon. The path has been dead last in ascension and pickrate (less than 5%) for almost 2 years. It did gain some popularity over the last few months, reaching the highest ascension rate in the game (12%) while mantaining a relatively low pickrate. Cosmic sits in a weird spot, where pretty much every knowledge surrounding the path is either mediocre or, in the case of the ascension, dysfunctional. Yet it has maintained a smidge of relevancy due to how quickly Cosmic heretics can capture and sacrifice targets thanks to Star Touch. As a result, the best course of action would be to rebalance the entirety of the kit; granting the heretic more tools to manipulate space and dictate the flow of a fight, while lessening their ability to end a confrontation by instantly sleeping their opponents. lastly The Star Gazer is now ghost controlled ; And they shoot lazers! <img width="636" height="451" alt="gazer gag 3" src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b" /> ## Why It's Good For The Game ### Ok...but why do we want this? Again, if you want my full reasoning, please check my doc https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. To keep it short and concise; Heretic is too complex and unintuitive for its own good. Too impenetrable for new players and too abusable for experienced players. This can be chalked up to a lot of poor design decisions. But ultimately, what I believe being the biggest contributor to the current status of Heretic is the ability to move into different paths, also known as "Cross-Pathing". ### Cross Pathing my beloathed. Cross-pathing, while cool in theory, overcomplicates the antagonist and overloads them with power. Players dealing with the heretic are incapable of working out what a given heretic can do. This also leads to late game heretics having 3 rows Worth of action buttons and virtually no weakness. Over the last year, I've often received the understandable but also kind of unfair accusations of making Heretic too powerful without a clear aim or purpose. My goal with the paths I've reworked over the last year (Rust,Void and Blade) wasn't necessarily to just make them stronger (although that was also part of the goal, as they were paths that were underperforming), but for them to have more interactions with the sandbox and to better live up to the fantasy presented to the player. If an harbringer of frost gets countered by a cup of coffee, we probably messed something up. Unfortunately, the current incarnation of Heretic doesn't really allow for surgical balance changes to specific paths. Every time a knowledge gets buffed, we make every path that can easily tap onto that knowledge stronger by default. It doesn't take a genius to understand why this system is ultimately unsustainable. ### Blade Breaking I feel that after a heretic has reached the near peak of their power, they no longer need the ability to instantly escape any encounter. Check my doc for my full reasoning. ## Less versatile, more specialized paths. By removing cross-pathing, we remove a huge maintainability burden from the antagonist. Paths can now be designed around clearer strengths and weaknesses. They become easier to balance and less of an headache to understand for everyone. It also means we can give paths some needed quality of life quirks without having to worry how such a change might have a knock-on effect for other paths. Ash heretics can finally let loose without dying by their own flames. Cosmic Heretic can go to space without having to carry a modsuit. Moon Heretic can use their abilities without fear of one random trauma ruining their day, and so on. ### What a horrible night to have a curse...., wait how do I curse people again? As of right now the heretic tree has quite a hefty amount of trinkets that pretty much never see use. Partly because the tree itself is a nightmare to navigate. And partly because why would anyone set up an elaborate plan or scheme when they can unleash 2 rows of spell in the span of bunch of seconds. Heretics mostly gravitate towards powers that push them towards greater, more potent combat strength. If it doesn't contribute to killing people quicker, it isn't worth doing for most. And given the opportunity cost associated for taking those powers, they will remain that way so long as there are better choices to be poached. The new draft system encourages Heretics to play more with the tools at their disposal. If you want to go for a specific combo from the side path options, you may now do so by tapping into the knowledge shop. Yes, the shop does include a few knowledges from the other paths. But these are limited to 1 per path, are very expensive and can only be unlocked very late into the shift. ## Drip Of the Mansus The iconic heretic robe is actually sequestered to a side path that is most easily access by only two paths at a time. Since heretic paths are being made to be much more specialized, the most obvious way in which this can be showcased is through an easily identifiable outfit. By using the robes, we can both telegraph WHAT heretic you are looking at, and just how much power they've accumulated and when it is reasonable to take the kid gloves off and treat them as a genuine threat. If a heretic is in their robes, that heretic is now a significantly more prominent danger to the station. It also serves as a useful means for gating some of the more powerful effects of a heretic's path behind the robes, AND enable options for disarming them of that power should they be captured without making it something endemic to their mob. A major problem with heretics is a lack of certainty as to how powerful they have become. A heretics robes is one of the milestones to help players dealing with heretics identify that. ### Will this be 100% fair and balanced? This is a massive overhaul to a pretty complex and bloated antagonist. I've done my best to show the changes to several maintainers and other members of the community for their feedback. But at some point we'll have to see how this behave in the environment to get a feel if something is over or undertuned. (that's my way of saying, yes this is likely gonna require a testmerge or two). What I will say is that I'm not trying to change the core identity of Heretic. Heretics should have the upperhand in single encounters early on, be able to joust a small group of players after they unlock their final spell, and end the round when they ascend. They're a progression antagonist. They should retain their payoff as well as pose a danger as they grow stronger. But if more players feel like they are more reliably able to play the antagonist in more varied and interesting ways, rather than the antagonist largely existing as a measuring stick for 'robustness' due to its elitist design philosophy, then the rework has been a success. There should be something for everyone in the antagonist, as is true for all of our antagonist roles.
447 lines
16 KiB
Plaintext
447 lines
16 KiB
Plaintext
// don't produce a comment if the dice has less than this many sides
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// so you don't have d1's and d4's constantly producing comments
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#define MIN_SIDES_ALERT 5
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///holding bag for dice
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/obj/item/storage/dice
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name = "bag of dice"
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desc = "Contains all the luck you'll ever need."
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icon = 'icons/obj/toys/dice.dmi'
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icon_state = "dicebag"
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w_class = WEIGHT_CLASS_SMALL
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storage_type = /datum/storage/dice
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/obj/item/storage/dice/PopulateContents()
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new /obj/item/dice/d4(src)
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new /obj/item/dice/d6(src)
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new /obj/item/dice/d8(src)
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new /obj/item/dice/d10(src)
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new /obj/item/dice/d12(src)
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new /obj/item/dice/d20(src)
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var/picked = pick(list(
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/obj/item/dice/d1,
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/obj/item/dice/d2,
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/obj/item/dice/fudge,
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/obj/item/dice/d6/space,
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/obj/item/dice/d00,
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/obj/item/dice/eightbd20,
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/obj/item/dice/fourdd6,
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/obj/item/dice/d100,
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))
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new picked(src)
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/obj/item/storage/dice/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!"))
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return OXYLOSS
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/obj/item/storage/dice/hazard/PopulateContents()
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new /obj/item/dice/d6(src)
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new /obj/item/dice/d6(src)
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new /obj/item/dice/d6(src)
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for(var/i in 1 to 2)
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if(prob(7))
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new /obj/item/dice/d6/ebony(src)
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else
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new /obj/item/dice/d6(src)
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///this is a prototype for dice, for a real d6 use "/obj/item/dice/d6"
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/obj/item/dice
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name = "die"
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desc = "A die with six sides. Basic and serviceable."
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icon = 'icons/obj/toys/dice.dmi'
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icon_state = "d6"
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w_class = WEIGHT_CLASS_TINY
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var/sides = 6
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var/result = null
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var/list/special_faces = list() //entries should match up to sides var if used
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var/microwave_riggable = TRUE
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var/rigged = DICE_NOT_RIGGED
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var/rigged_value
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/obj/item/dice/Initialize(mapload)
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. = ..()
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if(!result)
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result = roll(sides)
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update_appearance()
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/obj/item/dice/attack_self(mob/user)
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diceroll(user, in_hand = TRUE)
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/obj/item/dice/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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var/mob/thrown_by = throwingdatum?.get_thrower()
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if(istype(thrown_by))
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diceroll(thrown_by)
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return ..()
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/obj/item/dice/proc/diceroll(mob/user, in_hand=FALSE)
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result = roll(sides)
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if(rigged != DICE_NOT_RIGGED && result != rigged_value)
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if(rigged == DICE_BASICALLY_RIGGED && prob(clamp(1/(sides - 1) * 100, 25, 80)))
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result = rigged_value
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else if(rigged == DICE_TOTALLY_RIGGED)
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result = rigged_value
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. = result
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playsound(src, 'sound/items/dice_roll.ogg', 50, TRUE)
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var/fake_result = roll(sides)//Daredevil isn't as good as he used to be
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var/comment = ""
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if(sides > MIN_SIDES_ALERT && result == 1) // less comment spam
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comment = "Ouch, bad luck."
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if(sides == 20 && result == 20)
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comment = "NAT 20!"
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update_appearance()
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result = manipulate_result(result)
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if(special_faces.len == sides)
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comment = "" // its not a number
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result = special_faces[result]
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if(!ISINTEGER(result))
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comment = special_faces[result] // should be a str now
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if(in_hand) //Dice was rolled in someone's hand
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user.visible_message(
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span_notice("[user] rolls [src]. It lands on [result]. [comment]"),
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span_notice("You roll [src]. It lands on [result]. [comment]"),
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span_hear("You hear [src] rolling, it sounds like a [fake_result]."),
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)
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else
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visible_message(span_notice("[src] rolls to a stop, landing on [result]. [comment]"))
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return .
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/obj/item/dice/update_overlays()
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. = ..()
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. += "[icon_state]-[result]"
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/obj/item/dice/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset)
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if(microwave_riggable)
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rigged = DICE_BASICALLY_RIGGED
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rigged_value = result
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return ..() | COMPONENT_MICROWAVE_SUCCESS
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/// A proc to modify the displayed result. (Does not affect what the icon_state is passed.)
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/obj/item/dice/proc/manipulate_result(original)
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return original
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/obj/item/dice/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!"))
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return OXYLOSS
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/obj/item/dice/d1
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name = "d1"
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desc = "A die with only one side. Deterministic!"
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icon_state = "d1"
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sides = 1
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/obj/item/dice/d2
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name = "d2"
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desc = "A die with two sides. Coins are undignified!"
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icon_state = "d2"
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sides = 2
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/obj/item/dice/d4
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name = "d4"
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desc = "A die with four sides. The nerd's caltrop."
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icon_state = "d4"
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sides = 4
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/obj/item/dice/d4/Initialize(mapload)
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. = ..()
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// 1d4 damage
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AddComponent(/datum/component/caltrop, min_damage = 1, max_damage = 4)
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/obj/item/dice/d6
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name = "d6"
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/obj/item/dice/d6/ebony
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name = "ebony die"
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desc = "A die with six sides made of dense black wood. It feels cold and heavy in your hand."
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icon_state = "de6"
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microwave_riggable = FALSE // You can't melt wood in the microwave
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/obj/item/dice/d6/space
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name = "space cube"
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desc = "A die with six sides. 6 TIMES 255 TIMES 255 TILE TOTAL EXISTENCE, SQUARE YOUR MIND OF EDUCATED STUPID: 2 DOES NOT EXIST."
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icon_state = "spaced6"
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/obj/item/dice/d6/space/Initialize(mapload)
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. = ..()
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if(prob(10))
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name = "spess cube"
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/obj/item/paper/guides/knucklebone
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name = "knucklebones rules"
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default_raw_text = "How to play knucklebones<br>\
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<ul>\
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<li>Make two 3x3 grids right next to each other using anything you can find to mark the ground. I like using the bartenders hologram projector.</li>\
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<li>Take turns rolling the dice and moving the dice into one of the three rows on your 3x3 grid.</li>\
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<li>Your goal is to get the most points by putting die of the same number in the same row.</li>\
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<li>If you have two of the same die in the same row, you will add them together and then times the sum by two. Then add that to the rest of the die.</li>\
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<li>If you have three of the same die in the same row, you will do the same thing but times it by three.</li>\
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<li>But if your opponent places a die across from one of your rows, you must remove all die that are the same number.</li>\
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<li>For example, if you have two 5's and a 2 in a row and your opponent places a 5 in the same row you must remove the two 5's from that row.</li>\
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<li>Note that you do not multiply the die if they are in the same collum. Only if they are in the same row.</li>\
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<li>If you find it hard to tell whether it multiplies up and down or left and right, base it off the position of your opponents 3x3.</li>\
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<li>If their rows line up with your rows, those rows are the rows that will multiply your die</li>\
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<li>The game ends when one person fills up their 3x3. The other person does not get to roll the rest of their die.</li>\
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<li>The winner is decided by who gets the most points</li>\
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<li>Have fun!</li>\
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</ul>"
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/obj/item/dice/fudge
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name = "fudge die"
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desc = "A die with six sides but only three results. Is this a plus or a minus? Your mind is drawing a blank..."
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sides = 3 //shhh
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icon_state = "fudge"
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special_faces = list("minus","blank" = "You aren't sure how to feel.","plus")
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/obj/item/dice/d8
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name = "d8"
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desc = "A die with eight sides. It feels... lucky."
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icon_state = "d8"
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sides = 8
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/obj/item/dice/d10
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name = "d10"
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desc = "A die with ten sides. Useful for percentages."
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icon_state = "d10"
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sides = 10
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/obj/item/dice/d00
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name = "d00"
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desc = "A die with ten sides. Works better for d100 rolls than a golf ball."
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icon_state = "d00"
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sides = 10
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/obj/item/dice/d00/manipulate_result(original)
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return (original - 1)*10 // 10, 20, 30, etc
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/obj/item/dice/d12
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name = "d12"
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desc = "A die with twelve sides. There's an air of neglect about it."
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icon_state = "d12"
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sides = 12
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/obj/item/dice/d20
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name = "d20"
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desc = "A die with twenty sides. The preferred die to throw at the GM."
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icon_state = "d20"
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sides = 20
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/obj/item/dice/d100
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name = "d100"
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desc = "A die with one hundred sides! Probably not fairly weighted..."
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icon_state = "d100"
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w_class = WEIGHT_CLASS_SMALL
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sides = 100
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/obj/item/dice/d100/Initialize(mapload)
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AddElement(/datum/element/update_icon_blocker)
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return ..()
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/obj/item/dice/eightbd20
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name = "strange d20"
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desc = "A weird die with raised text printed on the faces. Everything's white on white so reading it is a struggle. What poor design!"
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icon_state = "8bd20"
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sides = 20
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special_faces = list("It is certain","It is decidedly so","Without a doubt","Yes, definitely","You may rely on it","As I see it, yes","Most likely","Outlook good","Yes","Signs point to yes","Reply hazy try again","Ask again later","Better not tell you now","Cannot predict now","Concentrate and ask again","Don't count on it","My reply is no","My sources say no","Outlook not so good","Very doubtful")
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/obj/item/dice/eightbd20/Initialize(mapload)
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AddElement(/datum/element/update_icon_blocker)
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return ..()
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/obj/item/dice/fourdd6
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name = "4d d6"
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desc = "A die that exists in four dimensional space. Properly interpreting them can only be done with the help of a mathematician, a physicist, and a priest."
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icon_state = "4dd6"
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sides = 48
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special_faces = list("Cube-Side: 1-1","Cube-Side: 1-2","Cube-Side: 1-3","Cube-Side: 1-4","Cube-Side: 1-5","Cube-Side: 1-6","Cube-Side: 2-1","Cube-Side: 2-2","Cube-Side: 2-3","Cube-Side: 2-4","Cube-Side: 2-5","Cube-Side: 2-6","Cube-Side: 3-1","Cube-Side: 3-2","Cube-Side: 3-3","Cube-Side: 3-4","Cube-Side: 3-5","Cube-Side: 3-6","Cube-Side: 4-1","Cube-Side: 4-2","Cube-Side: 4-3","Cube-Side: 4-4","Cube-Side: 4-5","Cube-Side: 4-6","Cube-Side: 5-1","Cube-Side: 5-2","Cube-Side: 5-3","Cube-Side: 5-4","Cube-Side: 5-5","Cube-Side: 5-6","Cube-Side: 6-1","Cube-Side: 6-2","Cube-Side: 6-3","Cube-Side: 6-4","Cube-Side: 6-5","Cube-Side: 6-6","Cube-Side: 7-1","Cube-Side: 7-2","Cube-Side: 7-3","Cube-Side: 7-4","Cube-Side: 7-5","Cube-Side: 7-6","Cube-Side: 8-1","Cube-Side: 8-2","Cube-Side: 8-3","Cube-Side: 8-4","Cube-Side: 8-5","Cube-Side: 8-6")
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/obj/item/dice/fourdd6/Initialize(mapload)
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AddElement(/datum/element/update_icon_blocker)
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return ..()
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// Die of fate stuff
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/obj/item/dice/d20/fate
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name = "\improper Die of Fate"
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desc = "A die with twenty sides. You can feel unearthly energies radiating from it. Using this might be VERY risky."
|
|
icon_state = "d20"
|
|
sides = 20
|
|
microwave_riggable = FALSE
|
|
var/reusable = TRUE
|
|
var/used = FALSE
|
|
/// So you can't roll the die 20 times in a second and stack a bunch of effects that might conflict
|
|
COOLDOWN_DECLARE(roll_cd)
|
|
|
|
/obj/item/dice/d20/fate/one_use
|
|
reusable = FALSE
|
|
|
|
/obj/item/dice/d20/fate/cursed
|
|
name = "cursed Die of Fate"
|
|
desc = "A die with twenty sides. You feel that rolling this is a REALLY bad idea."
|
|
color = "#00BB00"
|
|
|
|
rigged = DICE_TOTALLY_RIGGED
|
|
rigged_value = 1
|
|
|
|
/obj/item/dice/d20/fate/cursed/one_use
|
|
reusable = FALSE
|
|
|
|
/obj/item/dice/d20/fate/stealth
|
|
name = "d20"
|
|
desc = "A die with twenty sides. The preferred die to throw at the GM."
|
|
|
|
/obj/item/dice/d20/fate/stealth/one_use
|
|
reusable = FALSE
|
|
|
|
/obj/item/dice/d20/fate/stealth/cursed
|
|
rigged = DICE_TOTALLY_RIGGED
|
|
rigged_value = 1
|
|
|
|
/obj/item/dice/d20/fate/stealth/cursed/one_use
|
|
reusable = FALSE
|
|
|
|
/obj/item/dice/d20/fate/diceroll(mob/user, in_hand=FALSE)
|
|
if(!COOLDOWN_FINISHED(src, roll_cd))
|
|
to_chat(user, span_warning("Hold on, [src] isn't caught up with your last roll!"))
|
|
return
|
|
|
|
. = ..()
|
|
if(used)
|
|
return
|
|
|
|
if(!ishuman(user) || !user.mind || IS_WIZARD(user))
|
|
to_chat(user, span_warning("You feel the magic of the dice is restricted to ordinary humans!"))
|
|
return
|
|
|
|
if(!reusable)
|
|
used = TRUE
|
|
|
|
var/turf/selected_turf = get_turf(src)
|
|
selected_turf.visible_message(span_userdanger("[src] flares briefly."))
|
|
|
|
addtimer(CALLBACK(src, PROC_REF(effect), user, .), 1 SECONDS)
|
|
COOLDOWN_START(src, roll_cd, 2.5 SECONDS)
|
|
|
|
/obj/item/dice/d20/fate/equipped(mob/user, slot)
|
|
. = ..()
|
|
if(!ishuman(user) || !user.mind || IS_WIZARD(user))
|
|
to_chat(user, span_warning("You feel the magic of the dice is restricted to ordinary humans! You should leave it alone."))
|
|
user.dropItemToGround(src)
|
|
|
|
|
|
/obj/item/dice/d20/fate/proc/effect(mob/living/carbon/human/user,roll)
|
|
var/turf/selected_turf = get_turf(src)
|
|
switch(roll)
|
|
if(1)
|
|
//Dust
|
|
selected_turf.visible_message(span_userdanger("[user] turns to dust!"))
|
|
user.investigate_log("has been dusted by a die of fate.", INVESTIGATE_DEATHS)
|
|
user.dust()
|
|
if(2)
|
|
//Death
|
|
selected_turf.visible_message(span_userdanger("[user] suddenly dies!"))
|
|
user.investigate_log("has been killed by a die of fate.", INVESTIGATE_DEATHS)
|
|
user.death()
|
|
if(3)
|
|
//Swarm of creatures
|
|
selected_turf.visible_message(span_userdanger("A swarm of creatures surrounds [user]!"))
|
|
for(var/direction in GLOB.alldirs)
|
|
var/turf/stepped_turf = get_step(get_turf(user), direction)
|
|
do_sparks(3, FALSE, stepped_turf)
|
|
new /mob/living/basic/creature(stepped_turf)
|
|
if(4)
|
|
//Destroy Equipment
|
|
selected_turf.visible_message(span_userdanger("Everything [user] is holding and wearing disappears!"))
|
|
var/list/belongings = user.get_all_gear()
|
|
QDEL_LIST(belongings)
|
|
if(5)
|
|
//Monkeying
|
|
selected_turf.visible_message(span_userdanger("[user] transforms into a monkey!"))
|
|
user.monkeyize()
|
|
if(6)
|
|
//Cut speed
|
|
selected_turf.visible_message(span_userdanger("[user] starts moving slower!"))
|
|
user.add_movespeed_modifier(/datum/movespeed_modifier/die_of_fate)
|
|
if(7)
|
|
//Throw
|
|
selected_turf.visible_message(span_userdanger("Unseen forces throw [user]!"))
|
|
user.Stun(60)
|
|
user.adjustBruteLoss(50)
|
|
var/throw_dir = pick(GLOB.cardinals)
|
|
var/atom/throw_target = get_edge_target_turf(user, throw_dir)
|
|
user.throw_at(throw_target, 200, 4)
|
|
if(8)
|
|
//Fuel tank Explosion
|
|
selected_turf.visible_message(span_userdanger("An explosion bursts into existence around [user]!"))
|
|
explosion(get_turf(user), devastation_range = -1, light_impact_range = 2, flame_range = 2, explosion_cause = src)
|
|
if(9)
|
|
//Cold
|
|
var/datum/disease/cold = new /datum/disease/cold()
|
|
selected_turf.visible_message(span_userdanger("[user] looks a little under the weather!"))
|
|
user.ForceContractDisease(cold, FALSE, TRUE)
|
|
if(10)
|
|
//Nothing
|
|
selected_turf.visible_message(span_userdanger("Nothing seems to happen."))
|
|
if(11)
|
|
//Cookie
|
|
selected_turf.visible_message(span_userdanger("A cookie appears out of thin air!"))
|
|
var/obj/item/food/cookie/ooh_a_cookie = new(drop_location())
|
|
do_smoke(0, holder = src, location = drop_location())
|
|
ooh_a_cookie.name = "Cookie of Fate"
|
|
if(12)
|
|
//Healing
|
|
selected_turf.visible_message(span_userdanger("[user] looks very healthy!"))
|
|
user.revive(ADMIN_HEAL_ALL)
|
|
if(13)
|
|
//Mad Dosh
|
|
selected_turf.visible_message(span_userdanger("Mad dosh shoots out of [src]!"))
|
|
var/turf/Start = get_turf(src)
|
|
for(var/direction in GLOB.alldirs)
|
|
var/turf/dirturf = get_step(Start,direction)
|
|
if(prob(50))
|
|
new /obj/item/stack/spacecash/c1000(dirturf)
|
|
continue
|
|
var/obj/item/storage/bag/money/bag_money = new(dirturf)
|
|
for(var/i in 1 to rand(5,50))
|
|
new /obj/item/coin/gold(bag_money)
|
|
if(14)
|
|
//Free Gun
|
|
selected_turf.visible_message(span_userdanger("An impressive gun appears!"))
|
|
do_smoke(0, holder = src, location = drop_location())
|
|
new /obj/item/gun/ballistic/revolver/mateba(drop_location())
|
|
if(15)
|
|
//Random One-use spellbook
|
|
selected_turf.visible_message(span_userdanger("A magical looking book drops to the floor!"))
|
|
do_smoke(0, holder = src, location = drop_location())
|
|
new /obj/item/book/granter/action/spell/random(drop_location())
|
|
if(16)
|
|
//Servant & Servant Summon
|
|
selected_turf.visible_message(span_userdanger("[user] ripples with newfound magical power!"))
|
|
var/datum/action/cooldown/spell/summon_mob/dice/summon_servant = new(user.mind || user)
|
|
summon_servant.Grant(user)
|
|
if(17)
|
|
//Tator Kit
|
|
selected_turf.visible_message(span_userdanger("A suspicious box appears!"))
|
|
new /obj/item/storage/box/syndicate/bundle_a(drop_location())
|
|
do_smoke(0, holder = src, location = drop_location())
|
|
if(18)
|
|
//Captain ID
|
|
selected_turf.visible_message(span_userdanger("A golden identification card appears!"))
|
|
new /obj/item/card/id/advanced/gold/captains_spare(drop_location())
|
|
do_smoke(0, holder = src, location = drop_location())
|
|
if(19)
|
|
//Instrinct Resistance
|
|
selected_turf.visible_message(span_userdanger("[user] looks very robust!"))
|
|
user.physiology.brute_mod *= 0.5
|
|
user.physiology.burn_mod *= 0.5
|
|
|
|
if(20)
|
|
//Free wizard!
|
|
selected_turf.visible_message(span_userdanger("Magic flows out of [src] and into [user]!"))
|
|
user.mind.make_wizard()
|
|
|
|
#undef MIN_SIDES_ALERT
|