/
crusher_loot.dm
42 lines (35 loc) · 1.56 KB
/
crusher_loot.dm
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/**
* Crusher Loot; which makes the attached mob drop a crusher trophy of some type if the majority damage was from a crusher!
*
* Used for all the mobs droppin' crusher trophies
*/
/datum/element/crusher_loot
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// Path of the trophy dropped
var/trophy_type
/// chance to drop the trophy, lowered by the mob only taking partial crusher damage instead of full
/// for example, 25% would mean ~4 mobs need to die before you find one.
/// but it would be more if you didn't deal full crusher damage to them.
var/drop_mod
/// If true, will immediately spawn the item instead of putting it in butcher loot.
var/drop_immediately
/datum/element/crusher_loot/Attach(datum/target, trophy_type, drop_mod = 25, drop_immediately = FALSE)
. = ..()
if(!isliving(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
src.trophy_type = trophy_type
src.drop_mod = drop_mod
src.drop_immediately = drop_immediately
/datum/element/crusher_loot/Detach(datum/target)
UnregisterSignal(target, COMSIG_LIVING_DEATH)
return ..()
/datum/element/crusher_loot/proc/on_death(mob/living/target, gibbed)
SIGNAL_HANDLER
var/datum/status_effect/crusher_damage/damage = target.has_status_effect(/datum/status_effect/crusher_damage)
if(damage && prob((damage.total_damage/target.maxHealth) * drop_mod)) //on average, you'll need to kill 4 creatures before getting the item. by default.
if(drop_immediately)
new trophy_type(get_turf(target))
else
target.butcher_results[trophy_type] = 1