Advertisement
Guest User

luck

a guest
Aug 6th, 2021
57
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.22 KB | None | 0 0
  1. main thing:
  2. - all mobs now have a luck component that primarily stores a luck value (an int from -100 to 100).
  3. by default, this value is 0.
  4.  
  5. - generally, positive luck should not have a combat advantage (if it does, it should be very minimal).
  6. negative luck, however, should have major combat disadvantages.
  7.  
  8.  
  9. helper procs:
  10. - getluck(): checks if an atom has a luck component. if it does not, return the luck as 0.
  11. if it does, return the luck value.
  12.  
  13. - addluck(x): add x to luck value
  14.  
  15. - setluck(x): set luck value to x
  16.  
  17. - probluck(x): a prob() check where luck is flat added onto the end. IE: probluck(50) with a mob that has 10 luck
  18. is the same as prob(60). min cap 0, upper cap 100
  19. Examples:
  20. - chance of getting a good event in orion trail
  21. - chance of succeeding in a risky surgery operation
  22.  
  23. - lucksave(x, y): a prob() check where luck has a chance of being flat added. y is the prob of luck being added.
  24. by default, this value is set to luck, so 1 luck = 1/100 chance of 1 being added to a prob. (maybe make this
  25. an algorithm...) good for dice rolls or other things with small values.
  26. Examples:
  27. - literal ingame dice rolls (maybe not die of fate though)
  28. - chance to not drop things when you cough
  29. - chance to bump roulette wheel towards your chosen number
  30. - chance for flash to not burn out if it would have
  31. - chance that you get stun punched (negative luck only)
  32.  
  33. - getLucky(): equal to prob([luck value]). used for things where no prob previously existed.
  34. Examples:
  35. - orion trail glitches in your favor and grants free resources
  36. - "You slip on the water, but do a backflip and land on your feet!"
  37. - chance of avoiding appendictus (it gets passed to the next guy)
  38. - "Despite saying that you lost, the slot machine still spits out a coin. How fortunate!"
  39.  
  40. - getUnlucky(): if your luck is negative, this is prob(|[luck value]|). outputs should be bad
  41. Examples:
  42. - your arcade machine freezes in the middle of your game, so you have to reboot it and lose progress
  43. - "The slot machine starts to pay out your winnings, but the coin slot gets jammed..."
  44. - "The airlock doesn't notice you, and you bump headfirst into it. Ow..."
  45. - nanotrasen paycheck error means you dont get paid this cycle
  46. - slipping makes things fall out of your pockets, will activate any dropped grenades
  47. - getting up from a slip will make you slip *again*
  48. - harvesting plants has a lower yield, x* smaller yield for clovers where x is |your luck| (min 0).
  49. - you have a chance to screw up (de)construction steps of basic things like walls and windows
  50. - your gun jams and is disabled for a few seconds
  51. - when you throw something you accidentally only throw it a tile ahead
  52. - your voice can crack mid-sentence, giving you a wacky font
  53. - spells you cast misfire (like what happens when you read a used spellbook)
  54. - getting stunned can knock your shoes off
  55. - burn damage will ignite you
  56.  
  57.  
  58. other examples:
  59. - prob(min(0, max((victim.getluck() - attacker.getluck())), 10))//prob(your luck - their luck) min 0 max 10
  60. "[attacker] swings to punch you, but misses and hits [him/her]self instead!"
  61.  
  62. - //die of fate
  63. roll = rand(1,20)
  64. if(roller.getUnlucky())
  65. roll += roller.getluck
  66. roll = min(1, roll)
  67. else if(roller.getLucky())
  68. roll += floor(roller.getluck()/10)
  69. roll = max(20, roll)
  70.  
  71. luck modifiers:
  72. - lucky trait: +3 luck
  73.  
  74. - unlucky trait: -3 luck
  75.  
  76. - break a mirror: -7 luck for 7 minutes
  77.  
  78. - add a boon/punishment admins can do on prayers that give/remove luck.
  79.  
  80. - being a bit drunk/high makes you luckier, being blackout drunk/hallucinating makes you un-luckier
  81.  
  82. - new alcohol that specifically raises your luck by a slight extra amount, a second new alcohol that lowers it
  83.  
  84. - (lavaland?) cursed amulet of luck: you can choose to either permanently gain +30 luck at the cost of taking 5% more damage, or take 5% less at the cost of -30 luck
  85.  
  86. - corgi paw necklace: get a corgi paw by butchering a corgi. add it to a necklace chain to make a necklace.
  87. making the necklace gives you a curse of -5 luck, but wearing it gives +5 luck.
  88.  
  89. - new plant, clovers, can be eaten for a status effect that gives luck. if you have luck, they have a chance
  90. of being x-leafed (x = 3 + luck), giving 2x the luck.
  91. - green beers and clover cakes can be made that give a stronger version of the effect that stacks with the first
  92.  
  93. - devils are very lucky (+50), and their contracts can steal luck from whoever signs them. this would
  94. siphon 5(?) luck.
  95.  
  96. - wizards can see luck on examine, and can buy an amulet of extreme luck that gives a flat buff to luck (+50?)
  97. and prevents all luck loss. goes in necklace slot.
  98.  
  99. - chaplains smacking you with a bible blesses you with better luck for a short time
  100.  
  101. - summon event that applies a status effect on all mobs that modifies sets luck to a random amount for a decent time.
  102. ("You feel as though your destiny has slipped away...")
  103.  
  104. - wand of misfortune, which gives the victim a 1 minute debuff that sets their luck to -100
  105.  
  106. - lavaland reward: miracle cream. 5-use item that
  107. gives a 30 second buff of +100 luck (and a random genetics power?).
  108.  
  109.  
  110. other additions:
  111. - new span class that's like notify but green, for when lucky things happen to you
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement