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- main thing:
- - all mobs now have a luck component that primarily stores a luck value (an int from -100 to 100).
- by default, this value is 0.
- - generally, positive luck should not have a combat advantage (if it does, it should be very minimal).
- negative luck, however, should have major combat disadvantages.
- helper procs:
- - getluck(): checks if an atom has a luck component. if it does not, return the luck as 0.
- if it does, return the luck value.
- - addluck(x): add x to luck value
- - setluck(x): set luck value to x
- - probluck(x): a prob() check where luck is flat added onto the end. IE: probluck(50) with a mob that has 10 luck
- is the same as prob(60). min cap 0, upper cap 100
- Examples:
- - chance of getting a good event in orion trail
- - chance of succeeding in a risky surgery operation
- - lucksave(x, y): a prob() check where luck has a chance of being flat added. y is the prob of luck being added.
- by default, this value is set to luck, so 1 luck = 1/100 chance of 1 being added to a prob. (maybe make this
- an algorithm...) good for dice rolls or other things with small values.
- Examples:
- - literal ingame dice rolls (maybe not die of fate though)
- - chance to not drop things when you cough
- - chance to bump roulette wheel towards your chosen number
- - chance for flash to not burn out if it would have
- - chance that you get stun punched (negative luck only)
- - getLucky(): equal to prob([luck value]). used for things where no prob previously existed.
- Examples:
- - orion trail glitches in your favor and grants free resources
- - "You slip on the water, but do a backflip and land on your feet!"
- - chance of avoiding appendictus (it gets passed to the next guy)
- - "Despite saying that you lost, the slot machine still spits out a coin. How fortunate!"
- - getUnlucky(): if your luck is negative, this is prob(|[luck value]|). outputs should be bad
- Examples:
- - your arcade machine freezes in the middle of your game, so you have to reboot it and lose progress
- - "The slot machine starts to pay out your winnings, but the coin slot gets jammed..."
- - "The airlock doesn't notice you, and you bump headfirst into it. Ow..."
- - nanotrasen paycheck error means you dont get paid this cycle
- - slipping makes things fall out of your pockets, will activate any dropped grenades
- - getting up from a slip will make you slip *again*
- - harvesting plants has a lower yield, x* smaller yield for clovers where x is |your luck| (min 0).
- - you have a chance to screw up (de)construction steps of basic things like walls and windows
- - your gun jams and is disabled for a few seconds
- - when you throw something you accidentally only throw it a tile ahead
- - your voice can crack mid-sentence, giving you a wacky font
- - spells you cast misfire (like what happens when you read a used spellbook)
- - getting stunned can knock your shoes off
- - burn damage will ignite you
- other examples:
- - prob(min(0, max((victim.getluck() - attacker.getluck())), 10))//prob(your luck - their luck) min 0 max 10
- "[attacker] swings to punch you, but misses and hits [him/her]self instead!"
- - //die of fate
- roll = rand(1,20)
- if(roller.getUnlucky())
- roll += roller.getluck
- roll = min(1, roll)
- else if(roller.getLucky())
- roll += floor(roller.getluck()/10)
- roll = max(20, roll)
- luck modifiers:
- - lucky trait: +3 luck
- - unlucky trait: -3 luck
- - break a mirror: -7 luck for 7 minutes
- - add a boon/punishment admins can do on prayers that give/remove luck.
- - being a bit drunk/high makes you luckier, being blackout drunk/hallucinating makes you un-luckier
- - new alcohol that specifically raises your luck by a slight extra amount, a second new alcohol that lowers it
- - (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
- - corgi paw necklace: get a corgi paw by butchering a corgi. add it to a necklace chain to make a necklace.
- making the necklace gives you a curse of -5 luck, but wearing it gives +5 luck.
- - new plant, clovers, can be eaten for a status effect that gives luck. if you have luck, they have a chance
- of being x-leafed (x = 3 + luck), giving 2x the luck.
- - green beers and clover cakes can be made that give a stronger version of the effect that stacks with the first
- - devils are very lucky (+50), and their contracts can steal luck from whoever signs them. this would
- siphon 5(?) luck.
- - wizards can see luck on examine, and can buy an amulet of extreme luck that gives a flat buff to luck (+50?)
- and prevents all luck loss. goes in necklace slot.
- - chaplains smacking you with a bible blesses you with better luck for a short time
- - summon event that applies a status effect on all mobs that modifies sets luck to a random amount for a decent time.
- ("You feel as though your destiny has slipped away...")
- - wand of misfortune, which gives the victim a 1 minute debuff that sets their luck to -100
- - lavaland reward: miracle cream. 5-use item that
- gives a 30 second buff of +100 luck (and a random genetics power?).
- other additions:
- - new span class that's like notify but green, for when lucky things happen to you
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