Files
Aurora.3/code/game/objects/items/weapons/chaplain_items.dm
2022-11-18 12:47:46 +01:00

262 lines
10 KiB
Plaintext

// Nullrod, Aspergillum, Burial Urn
/obj/item/nullrod
name = "null rod"
desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of paranormal phenomenae."
icon = 'icons/obj/weapons.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/weapons/lefthand_nullrod.dmi',
slot_r_hand_str = 'icons/mob/items/weapons/righthand_nullrod.dmi',
)
icon_state = "nullrod"
item_state = "nullrod"
slot_flags = SLOT_BELT
force = 15
throw_speed = 1
throw_range = 4
throwforce = 10
w_class = ITEMSIZE_SMALL
var/cooldown = 0 // floor tap cooldown
var/static/list/nullchoices = list("Null Rod" = /obj/item/nullrod/, "Null Staff" = /obj/item/nullrod/staff, "Null Orb" = /obj/item/nullrod/orb, "Null Athame" = /obj/item/nullrod/athame, "Tribunal Rod" = /obj/item/nullrod/dominia, "Tajaran charm" = /obj/item/nullrod/charm)
/obj/item/nullrod/dominia
name = "tribunalist purification rod"
desc = "A holy Symbol often carried by female Tribunalist clergy, the obsidian encased in the wooden handle is intended to ward off malevolent spirits and bless followers of the Goddess. The ornament on top depicts 'The Eye'\
Moroz Holy Tribunal."
desc_extended = "With origins in House Zhao, Tribunalist purification rods are a common sight throughout the Empire of Dominia. Intended to ward off malevolent entities and bless the \
faithful a Tribunalist priestess is nothing without her rod, which is typically granted upon promotion to full priestess. This particular example has been built around an obsidian \
core in the shaft, and is heavier than it seems."
icon_state = "tribunalrod"
item_state = "tribunalrod"
/obj/item/nullrod/staff
name = "null staff"
desc = "A staff of pure obsidian, its very presence disrupts and dampens the powers of paranormal phenomenae."
icon_state = "nullstaff"
item_state = "nullstaff"
slot_flags = SLOT_BELT | SLOT_BACK
w_class = ITEMSIZE_LARGE
/obj/item/nullrod/orb
name = "null sphere"
desc = "An orb of pure obsidian, its very presence disrupts and dampens the powers of paranormal phenomenae."
icon_state = "nullorb"
item_state = "nullorb"
/obj/item/nullrod/athame
name = "null athame"
desc = "An athame of pure obsidian, its very presence disrupts and dampens the powers of paranormal phenomenae."
icon_state = "nullathame"
item_state = "nullathame"
/obj/item/nullrod/charm
name = "obsidian charm"
desc = "A tajaran charm created from obsidian created to ward off the supernatural and bring good fortune."
desc_extended = "Talismans and charms are common among religious and superstitious tajara, with many believing them to be able to bring good fortune or ward off raskara and other evils."
icon = 'icons/obj/tajara_items.dmi'
contained_sprite = TRUE
item_icons = null
icon_state = "stone_talisman"
item_state = "stone_talisman"
force = 4
throw_range = 7
throwforce = 2
slot_flags = SLOT_MASK | SLOT_WRISTS | SLOT_EARS | SLOT_TIE
w_class = ITEMSIZE_TINY
/obj/item/nullrod/charm/get_mask_examine_text(mob/user)
return "around [user.get_pronoun("his")] neck"
/obj/item/nullrod/obsidianshards
name = "obsidian shards"
desc = "A loose pile of obsidian shards, waiting to be assembled into a religious focus."
icon_state = "nullshards"
item_state = "nullshards"
/obj/item/nullrod/verb/change(mob/user)
set name = "Reassemble Null Item"
set category = "Object"
set src in usr
if(use_check_and_message(user, USE_FORCE_SRC_IN_USER))
return
var/picked = input("What form would you like your obsidian relic to take?", "Reassembling your obsidian relic") as null|anything in nullchoices
if(use_check_and_message(user, USE_FORCE_SRC_IN_USER))
return
if(!ispath(nullchoices[picked]))
return
to_chat(user, SPAN_NOTICE("You start reassembling your obsidian relic."))
if(!do_after(user, 2 SECONDS))
return
var/obj/item/nullrod/chosenitem = nullchoices[picked]
new chosenitem(get_turf(user))
qdel(src)
user.put_in_hands(chosenitem)
/obj/item/nullrod/attack(mob/M as mob, mob/living/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
if(LAZYLEN(user.spell_list))
user.silence_spells(300) //30 seconds
to_chat(user, SPAN_DANGER("You've been silenced!"))
return
if(!user.IsAdvancedToolUser())
to_chat(user, SPAN_DANGER("You don't have the dexterity to use this!"))
return
if((user.is_clumsy()) && prob(50))
to_chat(user, SPAN_DANGER("The [src] slips out of your hand and you hit yourself!"))
visible_message(SPAN_DANGER("[user] fumbles with the [src] and hits themselves in the process!"))
user.take_organ_damage(10)
user.Paralyse(20)
return
if(M.stat != DEAD && ishuman(M) && user.a_intent != I_HURT)
var/mob/living/K = M
if(cult && (K.mind in cult.current_antagonists) && prob(75))
if(do_after(user, 15))
K.visible_message(SPAN_DANGER("[user] waves \the [src] over \the [K]'s head, [K] looks captivated by it."), SPAN_WARNING("[user] waves the [src] over your head. <b>You see a foreign light, asking you to follow it. Its presence burns and blinds.</b>"))
var/choice = alert(K,"Do you want to give up your goal?","Become cleansed","Resist","Give in")
switch(choice)
if("Resist")
K.visible_message(SPAN_WARNING("The gaze in [K]'s eyes remains determined."), SPAN_NOTICE("You turn away from the light, remaining true to the Geometer!"))
K.say("*scream")
K.take_overall_damage(5, 15)
admin_attack_log(user, M, "attempted to deconvert", "was unsuccessfully deconverted by", "attempted to deconvert")
if("Give in")
K.visible_message(SPAN_NOTICE("[K]'s eyes become clearer, the evil gone, but not without leaving scars."))
K.take_overall_damage(10, 20)
cult.remove_antagonist(K.mind)
admin_attack_log(user, M, "successfully deconverted", "was successfully deconverted by", "successfully deconverted")
else
user.visible_message(SPAN_WARNING("[user]'s concentration is broken!"), SPAN_WARNING("Your concentration is broken! You and your target need to stay uninterrupted for longer!"))
return
else
to_chat(user, SPAN_DANGER("The [src] appears to do nothing."))
M.visible_message(SPAN_DANGER("\The [user] waves \the [src] over \the [M]'s head."))
return
else if(user.a_intent != I_HURT) // to prevent the chaplain from hurting peoples accidentally
to_chat(user, SPAN_NOTICE("The [src] appears to do nothing."))
return
else
return ..()
/obj/item/nullrod/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(istype(A, /turf/simulated/floor) && (cooldown + 5 SECONDS < world.time))
cooldown = world.time
user.visible_message(SPAN_NOTICE("[user] loudly taps their [src.name] against the floor."))
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
var/rune_found = FALSE
for(var/obj/effect/rune/R in orange(2, get_turf(src)))
if(R == src)
continue
rune_found = TRUE
R.invisibility = 0
if(rune_found)
visible_message(SPAN_NOTICE("A holy glow permeates the air!"))
return
/obj/item/reagent_containers/spray/aspergillum
name = "aspergillum"
desc = "A ceremonial item for sprinkling holy water, or other liquids, on a subject."
icon = 'icons/obj/weapons.dmi'
icon_state = "aspergillum"
item_state = "aspergillum"
amount_per_transfer_from_this = 5
possible_transfer_amounts = null
spray_size = 1
volume = 10
spray_sound = 'sound/effects/jingle.ogg'
/obj/item/material/urn
name = "urn"
desc = "A vase used to store the ashes of the deceased."
icon = 'icons/obj/urn.dmi'
icon_state = "urn"
applies_material_colour = TRUE
w_class = ITEMSIZE_SMALL
flags = NOBLUDGEON
/obj/item/material/urn/afterattack(var/obj/A, var/mob/user, var/proximity)
if(!istype(A, /obj/effect/decal/cleanable/ash))
return ..()
else if(proximity)
if(contents.len)
to_chat(user, SPAN_WARNING("\The [src] is already full!"))
return
user.visible_message("[user] scoops \the [A] into \the [src], securing the lid.", "You scoop \the [A] into \the [src], securing the lid.")
desc = "A vase used to store the ashes of the deceased. It contains some ashes."
A.forceMove(src)
/obj/item/material/urn/attack_self(mob/user)
if(!contents.len)
to_chat(user, SPAN_WARNING("\The [src] is empty!"))
return
else
for(var/obj/effect/decal/cleanable/ash/A in contents)
A.dropInto(loc)
user.visible_message("[user] pours \the [A] out from \the [src].", "You pour \the [A] out from \the [src].")
desc = "A vase used to store the ashes of the deceased."
/obj/item/assunzioneorb
name = "warding sphere"
desc = "A religious artefact commonly associated with Luceism, this transparent globe gives off a faint ghostly white light at all times."
desc_extended = "Luceian warding spheres are made on the planet of Assunzione in the great domed city of Guelma, and are carried by followers of the faith heading abroad. \
Constructed out of glass and a luce vine bulb these spheres can burn for years upon years, and it is said that the lights in the truly faithful's warding sphere will always \
point towards Assunzione. It is considered extremely bad luck to have one's warding sphere break, to extinguish its flame, or to relinquish it (permanently) to an unbeliever."
icon = 'icons/obj/weapons.dmi'
icon_state = "assunzioneorb"
item_state = "assunzioneorb"
throwforce = 5
force = 5
light_range = 1.4
light_power = 1.4
light_color = LIGHT_COLOR_BLUE
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/assunzioneorb/proc/shatter()
visible_message(SPAN_WARNING("\The [src] shatters!"), SPAN_WARNING("You hear a small glass object shatter!"))
playsound(get_turf(src), 'sound/effects/glass_hit.ogg', 75, TRUE)
new /obj/item/material/shard(get_turf(src))
qdel(src)
/obj/item/assunzioneorb/throw_impact(atom/hit_atom)
..()
shatter()
/obj/item/assunzioneorb/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
if(user.a_intent != I_HURT)
return
shatter()
/obj/item/storage/assunzionesheath
name = "warding sphere casing"
desc = "A small metal shell designed to protect the warding sphere inside. The all-seeing eye of Ennoia, a common symbol of Luceism, is engraved upon the front of the casing."
icon = 'icons/obj/weapons.dmi'
icon_state = "assunzionesheath_empty"
can_hold = list(/obj/item/assunzioneorb)
storage_slots = 1
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/storage/assunzionesheath/update_icon()
if(contents.len)
icon_state = "assunzionesheath"
else
icon_state = "assunzionesheath_empty"