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iotm2021emotionchip
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iotm2021emotionchip
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//Emotion Chip
RegisterResourceGenerationFunction("IOTMEmotionChipGenerateResource");
void IOTMEmotionChipGenerateResource(ChecklistEntry [int] resource_entries)
{
if (!lookupSkill("Emotionally Chipped").have_skill())
return;
ChecklistSubentry getEmotions() {
// Title
string main_title = "Emotion chip feelings";
// Entries
string [int] description;
string [int] emotions;
int emotionDisappointed = clampi(3 - get_property_int("_feelDisappointedUsed"), 0, 3);
if (emotionDisappointed > 0)
{
emotions.listAppend(emotionDisappointed + " Disappointments left. This must be the 'your parents' emotion chip.");
}
int emotionExcitement = clampi(3 - get_property_int("_feelExcitementUsed"), 0, 3);
if (emotionExcitement > 0)
{
emotions.listAppend(emotionExcitement + " Excitement left. 20 advs of +25 Mus/Mys/Mox.");
}
int emotionLonely = clampi(3 - get_property_int("_feelLonelyUsed"), 0, 3);
if (emotionLonely > 0)
{
emotions.listAppend(emotionLonely + " Lonelys left. 20 advs of -5% Combat.");
}
int emotionLost = clampi(3 - get_property_int("_feelLostUsed"), 0, 3);
if (emotionLost > 0)
{
emotions.listAppend(emotionLost + " Losts left. 20 advs of weird Teleportitis buff.");
}
int emotionNervous = clampi(3 - get_property_int("_feelNervousUsed"), 0, 3);
if (emotionNervous > 0)
{
emotions.listAppend(emotionNervous + " Nervouses left. 20 advs of passive damage.");
}
int emotionPeaceful = clampi(3 - get_property_int("_feelPeacefulUsed"), 0, 3);
if (emotionPeaceful > 0)
{
emotions.listAppend(emotionPeaceful + " Peacefuls left. 20 advs of +2 elemental resist.");
}
int emotionPride = clampi(3 - get_property_int("_feelPrideUsed"), 0, 3);
if (emotionPride > 0)
{
emotions.listAppend(emotionPride + " Prides left. Triple stat gain from current fight.");
}
int emotionHatred = clampi(3 - get_property_int("_feelHatredUsed"), 0, 3);
if (emotionHatred > 0)
{
emotions.listAppend(emotionHatred + " Hatreds left. 50-turn banish.");
resource_entries.listAppend(ChecklistEntryMake("__skill feel hatred", "", ChecklistSubentryMake(pluralise(emotionHatred, "Feel Hatred", "Feels Hatreds"), "", "Cast Feel Hatred. Free run/banish.")).ChecklistEntrySetCombinationTag("banish").ChecklistEntrySetIDTag("Emotion chip feel hatred banish"));
}
int emotionEnvy = clampi(3 - get_property_int("_feelEnvyUsed"), 0, 3);
if (emotionEnvy > 0)
{
emotions.listAppend(emotionEnvy + " Envys left. Black Ray.");
}
int emotionNostalgic = clampi(3 - get_property_int("_feelNostalgicUsed"), 0, 3);
monster nostalgicMonster = (get_property_monster("lastCopyableMonster"));
if (emotionNostalgic > 0)
{
emotions.listAppend(emotionNostalgic + " Nostalgias left. Item copying. Can currently feel nostalgic for: " + HTMLGenerateSpanFont(nostalgicMonster, "blue"));
}
int emotionSuperior = clampi(3 - get_property_int("_feelSuperiorUsed"), 0, 3);
if (emotionSuperior > 0)
{
emotions.listAppend(emotionSuperior + " Superiors left. +1 PvP Fight if used as killshot.");
}
return ChecklistSubentryMake(main_title, description, emotions);
}
ChecklistEntry entry;
entry.image_lookup_name = "__item emotion chip";
entry.tags.id = "emotion chip resource";
ChecklistSubentry emotions = getEmotions();
if (emotions.entries.count() > 0) {
entry.subentries.listAppend(emotions);
}
if (entry.subentries.count() > 0) {
resource_entries.listAppend(entry);
}
}