Ports "Replaces the rpg loot datum with a component and makes some suffixes have real effects" & co
This commit is contained in:
@@ -8,8 +8,11 @@
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/datum/round_event/wizard/rpgloot/start()
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var/upgrade_scroll_chance = 0
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for(var/obj/item/I in world)
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if(!istype(I.rpg_loot))
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I.rpg_loot = new(I)
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CHECK_TICK
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if(!(I.flags_1 & INITIALIZED_1))
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continue
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I.AddComponent(/datum/component/fantasy)
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if(istype(I, /obj/item/storage))
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var/obj/item/storage/S = I
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@@ -31,86 +34,20 @@
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var/upgrade_amount = 1
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var/can_backfire = TRUE
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var/one_use = TRUE
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var/uses = 1
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/obj/item/upgradescroll/afterattack(obj/item/target, mob/user , proximity)
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. = ..()
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if(!proximity || !istype(target))
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return
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var/datum/rpg_loot/rpg_loot_datum = target.rpg_loot
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if(!istype(rpg_loot_datum))
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target.rpg_loot = rpg_loot_datum = new /datum/rpg_loot(target)
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target.AddComponent(/datum/component/fantasy, upgrade_amount, null, null, can_backfire, TRUE)
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var/quality = rpg_loot_datum.quality
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if(can_backfire && (quality > 9 && prob((quality - 9)*10)))
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to_chat(user, "<span class='danger'>[target] violently glows blue for a while, then evaporates.</span>")
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target.burn()
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else
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to_chat(user, "<span class='notice'>[target] glows blue and seems vaguely \"better\"!</span>")
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rpg_loot_datum.modify(upgrade_amount)
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if(one_use)
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if(--uses <= 0)
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qdel(src)
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/obj/item/upgradescroll/unlimited
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name = "unlimited foolproof item fortification scroll"
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desc = "Somehow, this piece of paper can be applied to items to make them \"better\". This scroll is made from the tongues of dead paper wizards, and can be used an unlimited number of times, with no drawbacks."
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one_use = FALSE
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uses = INFINITY
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can_backfire = FALSE
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/datum/rpg_loot
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var/positive_prefix = "okay"
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var/negative_prefix = "weak"
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var/suffix = "something profound"
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var/quality = 0
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var/obj/item/attached
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var/original_name
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/datum/rpg_loot/New(attached_item=null)
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attached = attached_item
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randomise()
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/datum/rpg_loot/Destroy()
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attached = null
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/datum/rpg_loot/proc/randomise()
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var/static/list/prefixespositive = list("greater", "major", "blessed", "superior", "empowered", "honed", "true", "glorious", "robust")
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var/static/list/prefixesnegative = list("lesser", "minor", "blighted", "inferior", "enfeebled", "rusted", "unsteady", "tragic", "gimped")
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var/static/list/suffixes = list("orc slaying", "elf slaying", "corgi slaying", "strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma", "the forest", "the hills", "the plains", "the sea", "the sun", "the moon", "the void", "the world", "the fool", "many secrets", "many tales", "many colors", "rending", "sundering", "the night", "the day")
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var/new_quality = pick(1;15, 2;14, 2;13, 2;12, 3;11, 3;10, 3;9, 4;8, 4;7, 4;6, 5;5, 5;4, 5;3, 6;2, 6;1, 6;0)
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suffix = pick(suffixes)
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positive_prefix = pick(prefixespositive)
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negative_prefix = pick(prefixesnegative)
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if(prob(50))
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new_quality = -new_quality
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modify(new_quality)
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/datum/rpg_loot/proc/rename()
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var/obj/item/I = attached
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if(!original_name)
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original_name = I.name
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if(quality < 0)
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I.name = "[negative_prefix] [original_name] of [suffix] [quality]"
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else if(quality == 0)
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I.name = "[original_name] of [suffix]"
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else if(quality > 0)
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I.name = "[positive_prefix] [original_name] of [suffix] +[quality]"
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/datum/rpg_loot/proc/modify(quality_mod)
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var/obj/item/I = attached
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quality += quality_mod
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I.force = max(0,I.force + quality_mod)
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I.throwforce = max(0,I.throwforce + quality_mod)
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I.armor = I.armor.modifyAllRatings(quality)
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rename()
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@@ -344,6 +344,7 @@
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/mob/living/simple_animal/hostile/proc/AttackingTarget()
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SEND_SIGNAL(src, COMSIG_HOSTILE_ATTACKINGTARGET, target)
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in_melee = TRUE
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if(vore_active)
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if(isliving(target))
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@@ -426,12 +427,13 @@
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if(casingtype)
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var/obj/item/ammo_casing/casing = new casingtype(startloc)
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playsound(src, projectilesound, 100, 1)
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casing.fire_casing(targeted_atom, src, null, null, null, ran_zone())
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casing.fire_casing(targeted_atom, src, null, null, null, ran_zone(), src)
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else if(projectiletype)
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var/obj/item/projectile/P = new projectiletype(startloc)
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playsound(src, projectilesound, 100, 1)
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P.starting = startloc
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P.firer = src
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P.fired_from = src
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P.yo = targeted_atom.y - startloc.y
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P.xo = targeted_atom.x - startloc.x
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if(AIStatus != AI_ON)//Don't want mindless mobs to have their movement screwed up firing in space
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@@ -199,6 +199,7 @@
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if(prob(35))
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sparks.start()
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P.firer = user ? user : src
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P.fired_from = src
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if(last_projectile_params)
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P.p_x = last_projectile_params[2]
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P.p_y = last_projectile_params[3]
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@@ -1,8 +1,8 @@
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/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread)
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/obj/item/ammo_casing/proc/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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distro += variance
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for (var/i = max(1, pellets), i > 0, i--)
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var/targloc = get_turf(target)
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ready_proj(target, user, quiet, zone_override)
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ready_proj(target, user, quiet, zone_override, fired_from)
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if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
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if(randomspread)
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spread = round((rand() - 0.5) * distro)
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@@ -20,11 +20,12 @@
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update_icon()
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return 1
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/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", fired_from)
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if (!BB)
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return
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BB.original = target
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BB.firer = user
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BB.fired_from = fired_from
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if (zone_override)
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BB.def_zone = zone_override
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else
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@@ -3,7 +3,7 @@
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firing_effect_type = null
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heavy_metal = FALSE
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/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread)
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/obj/item/ammo_casing/caseless/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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if (..()) //successfully firing
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moveToNullspace()
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QDEL_NULL(src)
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@@ -233,7 +233,7 @@
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread), 1)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd))
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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@@ -280,7 +280,7 @@
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd))
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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return
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else
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@@ -17,6 +17,7 @@
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/def_zone = "" //Aiming at
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var/atom/movable/firer = null//Who shot it
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var/atom/fired_from = null // the atom that the projectile was fired from (gun, turret)
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var/suppressed = FALSE //Attack message
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var/candink = FALSE //Can this projectile play the dink sound when hitting the head?
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var/yo = null
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@@ -131,6 +132,8 @@
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return TRUE
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/obj/item/projectile/proc/on_hit(atom/target, blocked = FALSE)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle)
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var/turf/target_loca = get_turf(target)
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var/hitx
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@@ -356,6 +359,8 @@
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pixel_move(1, FALSE)
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/obj/item/projectile/proc/fire(angle, atom/direct_target)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original)
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//If no angle needs to resolve it from xo/yo!
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if(!log_override && firer && original)
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log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
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