/datum/fantasy_affix/cosmetic_prefixes placement = AFFIX_PREFIX alignment = AFFIX_GOOD | AFFIX_EVIL var/list/goodPrefixes var/list/badPrefixes /datum/fantasy_affix/cosmetic_prefixes/New() goodPrefixes = list( "greater", "major", "blessed", "superior", "empowered", "honed", "true", "glorious", "robust", ) badPrefixes = list( "lesser", "minor", "blighted", "inferior", "enfeebled", "rusted", "unsteady", "tragic", "gimped", "cursed", ) weight = (length(goodPrefixes) + length(badPrefixes)) * 10 /datum/fantasy_affix/cosmetic_prefixes/apply(datum/component/fantasy/comp, newName) if(comp.quality > 0 || (comp.quality == 0 && prob(50))) return "[pick(goodPrefixes)] [newName]" else return "[pick(badPrefixes)] [newName]" /datum/fantasy_affix/tactical placement = AFFIX_PREFIX alignment = AFFIX_GOOD weight = 1 // Very powerful, no one should have such power /datum/fantasy_affix/tactical/apply(datum/component/fantasy/comp, newName) var/obj/item/master = comp.parent comp.appliedComponents += master.AddComponent(/datum/component/tactical) return "tactical [newName]" /datum/fantasy_affix/pyromantic placement = AFFIX_PREFIX alignment = AFFIX_GOOD /datum/fantasy_affix/pyromantic/apply(datum/component/fantasy/comp, newName) var/obj/item/master = comp.parent comp.appliedComponents += master.AddComponent(/datum/component/igniter, CLAMP(comp.quality, 1, 10)) return "pyromantic [newName]" /datum/fantasy_affix/vampiric placement = AFFIX_PREFIX alignment = AFFIX_GOOD weight = 5 /datum/fantasy_affix/vampiric/apply(datum/component/fantasy/comp, newName) var/obj/item/master = comp.parent comp.appliedComponents += master.AddComponent(/datum/component/lifesteal, comp.quality) return "vampiric [newName]"