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Merge pull request #402 from Kelprunner/merchantprince
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Updates Merchant Prince
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DerFlammenwerfer authored Jan 22, 2025
2 parents bb88286 + 9b18658 commit e53dc75
Showing 1 changed file with 32 additions and 35 deletions.
67 changes: 32 additions & 35 deletions code/modules/jobs/job_types/roguetown/yeomen/merchant.dm
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
/datum/job/roguetown/merchant
title = "Merchant Prince"
title = "Merchant Prince" // "merged" with Appraiser now, apparently, so they've been overhauled to both not be an utter mess AND be able to actually do that job.
flag = MERCHANT
department_flag = YEOMEN
faction = "Station"
total_positions = 1
spawn_positions = 1
selection_color = JCOLOR_YEOMAN
allowed_races = RACES_ALL_KINDSPLUS
tutorial = "You have reached a high standing on the merchant guild's sultanate, and you were granted the title of Prince or princess. You may not be actual royalty, but anyone who dares not treat you like such may find an increase on taxes, or become subject to your prodigious arcane talents. Hire adventurers and mercenaries to protect you and bring you riches from the forsaken ruins that plague this place to grow your wealth."
tutorial = "You have curried enough favor, or perhaps disfavor, with the council of the merchant's guild to earn a posting in these lands. Rich in treasure and danger in equal measure, it's your job to make sure the coin never stops flowing -- and the local Adventurer's Guild doesn't go broke. As a numermancer, you have access to arcanye magicks to help defend your treasures. You should probably hire a bodyguard anyway, though. "

display_order = JDO_MERCHANT

Expand All @@ -21,52 +21,49 @@

/datum/outfit/job/roguetown/merchant/pre_equip(mob/living/carbon/human/H)
..()
if(H.gender == FEMALE)
H.virginity = TRUE
shirt = /obj/item/clothing/suit/roguetown/shirt/dress/gen
pants = /obj/item/clothing/under/roguetown/tights/stockings/silk/random
shoes = /obj/item/clothing/shoes/roguetown/shortboots
else
shirt = /obj/item/clothing/suit/roguetown/shirt/undershirt/sailor
pants = /obj/item/clothing/under/roguetown/tights/random
shoes = /obj/item/clothing/shoes/roguetown/shortboots
ADD_TRAIT(H, TRAIT_SEEPRICES, type)
ADD_TRAIT(H, TRAIT_LEARNMAGIC, TRAIT_GENERIC)
neck = /obj/item/clothing/neck/roguetown/horus
belt = /obj/item/storage/belt/rogue/leather/plaquesilver
beltr = /obj/item/storage/belt/rogue/pouch/coins/rich
beltl = /obj/item/rogueweapon/huntingknife/idagger/silver
backl = /obj/item/storage/backpack/rogue/satchel
backpack_contents = list(/obj/item/roguekey/vault =1, /obj/item/storage/keyring/steward =1, /obj/item/storage/keyring/merchant =1, )

if(H.mind)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/swords, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/maces, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/crossbows, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/bows, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/wrestling, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/unarmed, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/knives, 5, TRUE) //stab those hoes
H.mind.adjust_skillrank_up_to(/datum/skill/combat/maces, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/crossbows, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/bows, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/polearms, 2, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/combat/knives, 5, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/labor/mathematics, 4, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/reading, 5, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/alchemy, 4, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/sneaking, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/stealing, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/medicine, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/sneaking, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/labor/mathematics, 5, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/craft/cooking, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/riding, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/alchemy, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/magic/arcane, 4, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/misc/medicine, 3, TRUE)
H.mind.adjust_skillrank_up_to(/datum/skill/magic/arcane, 4, TRUE)
H.mind.adjust_spellpoints(2) // you're rich, buy some scrolls if you want more
H.mind.AddSpell(new /obj/effect/proc_holder/spell/invoked/projectile/fireball)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/invoked/projectile/lightningbolt)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/invoked/projectile/fetch)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/forcewall)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/invoked/projectile/fetch)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/touch/prestidigitation)
H.change_stat("strength", -1)
H.change_stat("intelligence", 4)
H.change_stat("perception", 2)
H.change_stat("endurance", 1) // Pity point for being enduring bullying by other nerds for studying the nerdiest magic.
H.verbs += list(/mob/living/carbon/human/proc/magicreport, /mob/living/carbon/human/proc/magiclearn)

ADD_TRAIT(H, TRAIT_SEEPRICES, type)
head = /obj/item/clothing/head/roguetown/chaperon
neck = /obj/item/clothing/neck/roguetown/horus
shirt = /obj/item/clothing/suit/roguetown/shirt/undershirt/sailor
pants = /obj/item/clothing/under/roguetown/tights/sailor
belt = /obj/item/storage/belt/rogue/leather
beltl = /obj/item/storage/keyring/merchant
beltr = /obj/item/storage/belt/rogue/pouch/coins/rich
id = /obj/item/clothing/ring/gold
backpack_contents = list(/obj/item/rogueweapon/huntingknife/idagger/silver/elvish/drow = 1)
if(H.gender == MALE)
shoes = /obj/item/clothing/shoes/roguetown/boots/armor/leather
H.dna.species.soundpack_m = new /datum/voicepack/male/wizard()
else
shoes = /obj/item/clothing/shoes/roguetown/gladiator
H.change_stat("intelligence", 3)
H.change_stat("perception", 4)
if(isseelie(H))
H.mind.AddSpell(new /obj/effect/proc_holder/spell/invoked/seelie_dust)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/invoked/summon_rat)
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