Renames Guvax to Geis (#21445)

* Renames Guvax to Geis

* right
This commit is contained in:
Joan Lung
2016-11-10 15:18:15 -06:00
committed by KorPhaeron
parent ff2e93f69f
commit 045c6e643b
18 changed files with 109 additions and 109 deletions
+2 -2
View File
@@ -1,7 +1,7 @@
//component id defines
#define BELLIGERENT_EYE "belligerent_eye"
#define VANGUARD_COGWHEEL "vanguard_cogwheel"
#define GUVAX_CAPACITOR "guvax_capacitor"
#define GEIS_CAPACITOR "geis_capacitor"
#define REPLICANT_ALLOY "replicant_alloy"
#define HIEROPHANT_ANSIBLE "hierophant_ansible"
@@ -11,7 +11,7 @@ var/global/clockwork_daemons = 0 //How many daemons exist in the world
var/global/list/clockwork_generals_invoked = list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE) //How many generals have been recently invoked
var/global/list/all_clockwork_objects = list() //All clockwork items, structures, and effects in existence
var/global/list/all_clockwork_mobs = list() //All clockwork SERVANTS (not creatures) in existence
var/global/list/clockwork_component_cache = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //The pool of components that caches draw from
var/global/list/clockwork_component_cache = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //The pool of components that caches draw from
var/global/ratvar_awakens = FALSE //If Ratvar has been summoned
var/global/clockwork_gateway_activated = FALSE //if a gateway to the celestial derelict has ever been successfully activated
@@ -28,8 +28,8 @@
return "Belligerent Eye"
if(VANGUARD_COGWHEEL)
return "Vanguard Cogwheel"
if(GUVAX_CAPACITOR)
return "Guvax Capacitor"
if(GEIS_CAPACITOR)
return "Geis Capacitor"
if(REPLICANT_ALLOY)
return "Replicant Alloy"
if(HIEROPHANT_ANSIBLE)
@@ -44,7 +44,7 @@
return "BE"
if(VANGUARD_COGWHEEL)
return "VC"
if(GUVAX_CAPACITOR)
if(GEIS_CAPACITOR)
return "GC"
if(REPLICANT_ALLOY)
return "RA"
@@ -60,8 +60,8 @@
return BELLIGERENT_EYE
if("Vanguard Cogwheel")
return VANGUARD_COGWHEEL
if("Guvax Capacitor")
return GUVAX_CAPACITOR
if("Geis Capacitor")
return GEIS_CAPACITOR
if("Replicant Alloy")
return REPLICANT_ALLOY
if("Hierophant Ansible")
@@ -76,7 +76,7 @@
return "neovgre"
if(VANGUARD_COGWHEEL)
return "inathneq"
if(GUVAX_CAPACITOR)
if(GEIS_CAPACITOR)
return "sevtug"
if(REPLICANT_ALLOY)
return "nezbere"
@@ -99,7 +99,7 @@
return "#6E001A"
if(VANGUARD_COGWHEEL)
return "#1E8CE1"
if(GUVAX_CAPACITOR)
if(GEIS_CAPACITOR)
return "#AF0AAF"
if(REPLICANT_ALLOY)
return "#42474D"
@@ -115,7 +115,7 @@
return /obj/effect/overlay/temp/ratvar/component
if(VANGUARD_COGWHEEL)
return /obj/effect/overlay/temp/ratvar/component/cogwheel
if(GUVAX_CAPACITOR)
if(GEIS_CAPACITOR)
return /obj/effect/overlay/temp/ratvar/component/capacitor
if(REPLICANT_ALLOY)
return /obj/effect/overlay/temp/ratvar/component/alloy
@@ -131,8 +131,8 @@
return /obj/item/clockwork/component/belligerent_eye
if(VANGUARD_COGWHEEL)
return /obj/item/clockwork/component/vanguard_cogwheel
if(GUVAX_CAPACITOR)
return /obj/item/clockwork/component/guvax_capacitor
if(GEIS_CAPACITOR)
return /obj/item/clockwork/component/geis_capacitor
if(REPLICANT_ALLOY)
return /obj/item/clockwork/component/replicant_alloy
if(HIEROPHANT_ANSIBLE)
@@ -17,11 +17,11 @@
remove_ranged_ability()
return TRUE
//For the Guvax scripture; binds a target to convert.
/obj/effect/proc_holder/slab/guvax
ranged_mousepointer = 'icons/effects/guvax_target.dmi'
//For the Geis scripture; binds a target to convert.
/obj/effect/proc_holder/slab/geis
ranged_mousepointer = 'icons/effects/geis_target.dmi'
/obj/effect/proc_holder/slab/guvax/InterceptClickOn(mob/living/caller, params, atom/target)
/obj/effect/proc_holder/slab/geis/InterceptClickOn(mob/living/caller, params, atom/target)
if(..())
return TRUE
@@ -39,7 +39,7 @@
ranged_ability_user << "<span class='sevtug'>\"[L.p_theyre(TRUE)] dead, idiot.\"</span>"
return TRUE
if(istype(L.buckled, /obj/structure/destructible/clockwork/guvax_binding)) //if they're already bound, just stun them
if(istype(L.buckled, /obj/structure/destructible/clockwork/geis_binding)) //if they're already bound, just stun them
L.Stun(1)
successful = TRUE
else
@@ -49,7 +49,7 @@
ranged_ability_user.notransform = TRUE
addtimer(src, "reset_user_notransform", 5, FALSE, ranged_ability_user) //stop us moving for a little bit so we don't break the scripture following this
slab.busy = null
var/datum/clockwork_scripture/guvax/conversion = new
var/datum/clockwork_scripture/geis/conversion = new
conversion.slab = slab
conversion.invoker = ranged_ability_user
conversion.target = target
@@ -59,11 +59,11 @@
return TRUE
/obj/effect/proc_holder/slab/guvax/proc/reset_user_notransform(mob/living/user)
/obj/effect/proc_holder/slab/geis/proc/reset_user_notransform(mob/living/user)
if(user)
user.notransform = FALSE
/obj/structure/destructible/clockwork/guvax_binding
/obj/structure/destructible/clockwork/geis_binding
name = "glowing ring"
desc = "A flickering, glowing purple ring around a target."
clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted."
@@ -71,43 +71,43 @@
obj_integrity = 30
density = 0
icon = 'icons/effects/clockwork_effects.dmi'
icon_state = "guvaxbinding"
icon_state = "geisbinding"
break_message = "<span class='warning'>The glowing ring shatters!</span>"
break_sound = 'sound/magic/Repulse.ogg'
debris = list()
can_buckle = TRUE
buckle_lying = 0
/obj/structure/destructible/clockwork/guvax_binding/examine(mob/user)
icon_state = "guvaxbinding_full"
/obj/structure/destructible/clockwork/geis_binding/examine(mob/user)
icon_state = "geisbinding_full"
..()
icon_state = "guvaxbinding"
icon_state = "geisbinding"
/obj/structure/destructible/clockwork/guvax_binding/attack_hand(mob/living/user)
/obj/structure/destructible/clockwork/geis_binding/attack_hand(mob/living/user)
return
/obj/structure/destructible/clockwork/guvax_binding/post_buckle_mob(mob/living/M)
/obj/structure/destructible/clockwork/geis_binding/post_buckle_mob(mob/living/M)
if(M.buckled == src)
desc = "A flickering, glowing purple ring around [M]."
clockwork_desc = "A binding ring around [M], preventing [M.p_them()] from taking action while [M.p_theyre()] being converted."
layer = M.layer - 0.01
var/image/GB = new('icons/effects/clockwork_effects.dmi', src, "guvaxbinding_top", M.layer + 0.01)
var/image/GB = new('icons/effects/clockwork_effects.dmi', src, "geisbinding_top", M.layer + 0.01)
add_overlay(GB)
for(var/obj/item/I in M.held_items)
M.unEquip(I)
for(var/i in M.get_empty_held_indexes())
var/obj/item/guvax_binding/B = new(M)
var/obj/item/geis_binding/B = new(M)
M.put_in_hands(B, i)
M.regenerate_icons()
M.visible_message("<span class='warning'>A [name] appears around [M]!</span>", \
"<span class='warning'>A [name] appears around you!</span>\n<span class='userdanger'>Resist!</span>")
else
M.visible_message("<span class='warning'>[src] snaps into glowing pieces and dissipates!</span>")
for(var/obj/item/guvax_binding/G in M.held_items)
for(var/obj/item/geis_binding/G in M.held_items)
M.unEquip(G, TRUE)
qdel(src)
/obj/structure/destructible/clockwork/guvax_binding/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
/obj/structure/destructible/clockwork/geis_binding/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
if(buckled_mob == user)
user.visible_message("<span class='warning'>[user] starts struggling against [src]...</span>", "<span class='userdanger'>You start breaking out of [src]...</span>")
if(do_after(user, 40, target = src))
@@ -117,15 +117,15 @@
else
return ..()
/obj/item/guvax_binding
/obj/item/geis_binding
name = "glowing ring"
desc = "A flickering ring preventing you from holding items."
force = 0
icon = 'icons/effects/clockwork_effects.dmi'
icon_state = "guvaxbinding_full"
icon_state = "geisbinding_full"
flags = NODROP|ABSTRACT|DROPDEL|NOBLUDGEON
/obj/item/guvax_binding/afterattack(atom/target, mob/living/user, proximity_flag, params)
/obj/item/geis_binding/afterattack(atom/target, mob/living/user, proximity_flag, params)
user.resist()
//For the Sentinel's Compromise scripture; heals a target servant.
@@ -59,20 +59,20 @@
"\"It's a shame it can't be reused.\"" = TRUE)
w_class = 3
/obj/item/clockwork/component/guvax_capacitor
name = "guvax capacitor"
/obj/item/clockwork/component/geis_capacitor
name = "geis capacitor"
desc = "A curiously cold brass doodad. It seems as though it really doesn't appreciate being held."
icon_state = "guvax_capacitor"
component_id = GUVAX_CAPACITOR
icon_state = "geis_capacitor"
component_id = GEIS_CAPACITOR
cultist_message = "\"Try not to lose your mind - I'll need it. Heh heh...\""
servant_of_ratvar_messages = list("\"Disgusting.\"" = FALSE, "\"Well, aren't you an inquisitive fellow?\"" = FALSE, "A foul presence pervades your mind, then vanishes." = FALSE, \
"\"The fact that Ratvar has to depend on simpletons like you is appalling.\"" = FALSE)
message_span = "sevtug"
/obj/item/clockwork/component/guvax_capacitor/antennae
/obj/item/clockwork/component/geis_capacitor/antennae
name = "mania motor antennae"
desc = "A pair of dented and bent antennae. They constantly emit a static hiss."
clockwork_desc = "The antennae from a mania motor. <b>Serviceable as a substitute for a guvax capacitor.</b>"
clockwork_desc = "The antennae from a mania motor. <b>Serviceable as a substitute for a geis capacitor.</b>"
icon_state = "mania_motor_antennae"
cultist_message = "Your head is filled with a burst of static."
servant_of_ratvar_messages = list("\"Who broke this.\"" = TRUE, "\"Did you break these off YOURSELF?\"" = TRUE, "\"Why did we give this to such simpletons, anyway?\"" = TRUE, \
@@ -5,7 +5,7 @@
icon_state = "dread_ipad"
slot_flags = SLOT_BELT
w_class = 2
var/list/stored_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)
var/list/stored_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)
var/busy //If the slab is currently being used by something
var/production_time = 0
var/no_cost = FALSE //If the slab is admin-only and needs no components and has no scripture locks
@@ -20,7 +20,7 @@
actions_types = list(/datum/action/item_action/clock/hierophant, /datum/action/item_action/clock/quickbind_one, /datum/action/item_action/clock/quickbind_two)
/obj/item/clockwork/slab/starter
stored_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
stored_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
/obj/item/clockwork/slab/internal //an internal motor for mobs running scripture
name = "scripture motor"
@@ -41,7 +41,7 @@
/obj/item/clockwork/slab/New()
..()
quickbind_to_one(/datum/clockwork_scripture/ranged_ability/guvax_prep)
quickbind_to_one(/datum/clockwork_scripture/ranged_ability/geis_prep)
quickbind_to_two(/datum/clockwork_scripture/vanguard)
START_PROCESSING(SSobj, src)
production_time = world.time + SLAB_PRODUCTION_TIME
@@ -303,7 +303,7 @@
<font color=#BE8700>Components</font> are stored either within slabs, where they can only be accessed by that slab, or in the Global Cache accessed by Tinkerer's Caches, which all slabs \
can draw from to recite scripture.<br>\
There are five types of component, and in general, <font color=#6E001A>Belligerent Eyes</font> are aggressive and judgemental, <font color=#1E8CE1>Vanguard Cogwheels</font> are defensive and \
repairing, <font color=#AF0AAF>Guvax Capacitors</font> are for conversion and control, <font color=#5A6068>Replicant Alloy</font> is for construction and fuel, and \
repairing, <font color=#AF0AAF>Geis Capacitors</font> are for conversion and control, <font color=#5A6068>Replicant Alloy</font> is for construction and fuel, and \
<font color=#DAAA18>Hierophant Ansibles</font> are for transmission and power, though in combination their effects become more nuanced.<br><br>\
\
There are also five tiers of <font color=#BE8700>Scripture</font>; <font color=#BE8700>[SCRIPTURE_DRIVER]</font>, <font color=#BE8700>[SCRIPTURE_SCRIPT]</font>, <font color=#BE8700>[SCRIPTURE_APPLICATION]</font>, <font color=#BE8700>[SCRIPTURE_REVENANT]</font>, and <font color=#BE8700>[SCRIPTURE_JUDGEMENT]</font>.<br>\
@@ -320,7 +320,7 @@
\
Some effects of scripture include granting the invoker a temporary complete immunity to stuns, summoning a turret that can attack anything that sets eyes on it, binding a powerful guardian \
to the invoker, or even, at one of the highest tiers, granting all nearby Servants temporary invulnerability.<br>\
However, the most important scripture is <font color=#AF0AAF>Guvax</font>, which allows you to convert heathens with relative ease.<br><br>\
However, the most important scripture is <font color=#AF0AAF>Geis</font>, which allows you to convert heathens with relative ease.<br><br>\
\
The second function of the clockwork slab is <b><font color=#BE8700>Recollection</font></b>, which will display this guide and allows for the quickbinding and <font color=#BE8700>recital</font> \
of scripture.<br><br>\
@@ -15,8 +15,8 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
var/desc = "Ancient Ratvarian lore. This piece seems particularly mundane."
var/list/invocations = list() //Spoken over time in the ancient language of Ratvar. See clock_unsorted.dm for more details on the language and how to make it.
var/channel_time = 10 //In deciseconds, how long a ritual takes to chant
var/list/required_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //Components required
var/list/consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //Components consumed
var/list/required_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //Components required
var/list/consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //Components consumed
var/obj/item/clockwork/slab/slab //The parent clockwork slab
var/mob/living/invoker //The slab's holder
var/whispered = FALSE //If the invocation is whispered rather than spoken aloud
@@ -31,9 +31,9 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
var/sort_priority = 1 //what position the scripture should have in a list of scripture. Should be based off of component costs/reqs, but you can't initial() lists.
//components the scripture used from a slab
var/list/used_slab_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)
var/list/used_slab_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)
//components the scripture used from the global cache
var/list/used_cache_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)
var/list/used_cache_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)
//messages for offstation scripture recital, courtesy ratvar's generals(and neovgre)
var/static/list/neovgre_penalty = list("Go to the station.", "Useless.", "Don't waste time.", "Pathetic.", "Wasteful.")
@@ -126,7 +126,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
if(VANGUARD_COGWHEEL)
message = pick(inathneq_penalty)
ratvarian_prob = 30
if(GUVAX_CAPACITOR)
if(GEIS_CAPACITOR)
message = pick(sevtug_penalty)
ratvarian_prob = 50
if(REPLICANT_ALLOY)
@@ -10,8 +10,8 @@
It will penetrate mindshield implants once before disappearing."
invocations = list("Divinity, enslave...", "...all who trespass here!")
channel_time = 70
required_components = list(BELLIGERENT_EYE = 3, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(BELLIGERENT_EYE = 2, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
required_components = list(BELLIGERENT_EYE = 3, GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(BELLIGERENT_EYE = 2, GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/submission/accession
prevent_path = /obj/effect/clockwork/sigil/submission
@@ -57,11 +57,11 @@
and will gain Fatigue at an increasing rate as they grow farther away. At maximum Fatigue, the marauder is forced to return to you and will be unable to manifest until its Fatigue is at zero."
invocations = list("Fright's will...", "...call forth...")
channel_time = 100
required_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 3)
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 2)
required_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 3)
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 2)
usage_tip = "Marauders are useful as personal bodyguards and frontline warriors, although they do little damage."
tier = SCRIPTURE_APPLICATION
primary_component = GUVAX_CAPACITOR
primary_component = GEIS_CAPACITOR
sort_priority = 3
/datum/clockwork_scripture/memory_allocation/check_special_requirements()
@@ -144,8 +144,8 @@
desc = "Scribes a sigil beneath the invoker which stores power to power clockwork structures."
invocations = list("Divinity...", "...power our creations!")
channel_time = 70
required_components = list(VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 3)
consumed_components = list(VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
required_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 3)
consumed_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/transmission
creator_message = "<span class='brass'>A sigil silently appears below you. It will automatically power clockwork structures adjecent to it.</span>"
@@ -188,8 +188,8 @@
desc = "Creates a mechanized prism that will rapidly repair damage to clockwork creatures, converted cyborgs, and clockwork structures. Requires replicant alloy or power to function."
invocations = list("May this prism...", "...mend our dents and scratches!")
channel_time = 80
required_components = list(VANGUARD_COGWHEEL = 4, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 1)
consumed_components = list(VANGUARD_COGWHEEL = 3, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 1)
required_components = list(VANGUARD_COGWHEEL = 4, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1)
consumed_components = list(VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1)
object_path = /obj/structure/destructible/clockwork/powered/mending_motor/prefilled
creator_message = "<span class='brass'>You form a mending motor, which will consume power or replicant alloy to mend constructs and structures.</span>"
observer_message = "<span class='warning'>An onyx prism forms in midair and sprouts tendrils to support itself!</span>"
@@ -211,8 +211,8 @@
desc = "Creates a mania motor which will cause brain damage and hallucinations in nearby non-servant humans. It will also try to convert humans directly adjecent to the motor."
invocations = list("May this transmitter...", "...break the will of all who oppose us!")
channel_time = 80
required_components = list(GUVAX_CAPACITOR = 4, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
required_components = list(GEIS_CAPACITOR = 4, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
object_path = /obj/structure/destructible/clockwork/powered/mania_motor
creator_message = "<span class='brass'>You form a mania motor which will cause brain damage and hallucinations in nearby humans while active.</span>"
observer_message = "<span class='warning'>A two-pronged machine rises from the ground!</span>"
@@ -221,7 +221,7 @@
usage_tip = "Eligible human servants next to the motor will be converted at an additional power cost. It will also cure hallucinations and brain damage in nearby servants."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = GUVAX_CAPACITOR
primary_component = GEIS_CAPACITOR
sort_priority = 8
quickbind = TRUE
quickbind_desc = "Creates a Mania Motor, which can convert adjacent non-Servants with power."
@@ -234,8 +234,8 @@
desc = "Creates a tinkerer's daemon which can rapidly collect components. It will only function if it has sufficient power, is outnumbered by servants by a ratio of 5:1, and there is at least one existing cache."
invocations = list("May this generator...", "...collect Engine parts that yet hold greatness!")
channel_time = 80
required_components = list(BELLIGERENT_EYE = 1, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 4)
consumed_components = list(BELLIGERENT_EYE = 1, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 3)
required_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 4)
consumed_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 3)
object_path = /obj/structure/destructible/clockwork/powered/tinkerers_daemon
creator_message = "<span class='brass'>You form a tinkerer's daemon which can rapidly collect components at a power cost.</span>"
invokers_required = 2
@@ -106,29 +106,29 @@
Click your slab to cancel.</b></span>"
//Guvax: Grants a short-range binding that will immediately start chanting on binding a valid target.
/datum/clockwork_scripture/ranged_ability/guvax_prep
//Geis: Grants a short-range binding that will immediately start chanting on binding a valid target.
/datum/clockwork_scripture/ranged_ability/geis_prep
descname = "Convert Attack"
name = "Guvax"
name = "Geis"
desc = "Charges your slab with divine energy, allowing you to bind a nearby heretic for conversion. This is very obvious and will make your slab visible in-hand."
invocations = list("Divinity, grant me strength...", "...to enlighten the heathen!")
whispered = TRUE
channel_time = 20
required_components = list(GUVAX_CAPACITOR = 1)
required_components = list(GEIS_CAPACITOR = 1)
usage_tip = "Is melee range and does not penetrate mindshield implants. Much more efficient than a Sigil of Submission at low Servant amounts."
tier = SCRIPTURE_DRIVER
primary_component = GUVAX_CAPACITOR
primary_component = GEIS_CAPACITOR
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Allows you to bind and start converting an adjacent target non-Servant.<br><b>Click your slab to disable.</b>"
slab_icon = "guvax"
ranged_type = /obj/effect/proc_holder/slab/guvax
slab_icon = "geis"
ranged_type = /obj/effect/proc_holder/slab/geis
ranged_message = "<span class='sevtug_small'><i>You charge the clockwork slab with divine energy.</i>\n\
<b>Left-click a target within melee range to convert!\n\
Click your slab to cancel.</b></span>"
timeout_time = 100
/datum/clockwork_scripture/ranged_ability/guvax_prep/run_scripture()
/datum/clockwork_scripture/ranged_ability/geis_prep/run_scripture()
var/servants = 0
for(var/mob/living/M in living_mob_list)
if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
@@ -138,24 +138,24 @@
return ..()
//The scripture that does the converting.
/datum/clockwork_scripture/guvax
name = "Guvax Conversion"
/datum/clockwork_scripture/geis
name = "Geis Conversion"
invocations = list("Enlighten this heathen!", "All are insects before Engine!", "Purge all untruths and honor Engine.")
channel_time = 50
tier = SCRIPTURE_PERIPHERAL
var/mob/living/target
var/obj/structure/destructible/clockwork/guvax_binding/binding
var/obj/structure/destructible/clockwork/geis_binding/binding
/datum/clockwork_scripture/guvax/Destroy()
/datum/clockwork_scripture/geis/Destroy()
qdel(binding)
return ..()
/datum/clockwork_scripture/guvax/can_recite()
/datum/clockwork_scripture/geis/can_recite()
if(!target)
return FALSE
return ..()
/datum/clockwork_scripture/guvax/run_scripture()
/datum/clockwork_scripture/geis/run_scripture()
var/servants = 0
for(var/mob/living/M in living_mob_list)
if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
@@ -170,10 +170,10 @@
binding.buckle_mob(target, TRUE)
return ..()
/datum/clockwork_scripture/guvax/check_special_requirements()
/datum/clockwork_scripture/geis/check_special_requirements()
return target && binding && target.buckled == binding && !is_servant_of_ratvar(target) && target.stat != DEAD
/datum/clockwork_scripture/guvax/scripture_effects()
/datum/clockwork_scripture/geis/scripture_effects()
return add_servant_of_ratvar(target)
@@ -185,11 +185,11 @@
chant_invocations = list("Hostiles on my back!", "Enemies on my trail!", "Gonna try and shake my tail.", "Bogeys on my six!")
chant_amount = 5
chant_interval = 10
required_components = list(GUVAX_CAPACITOR = 2)
consumed_components = list(GUVAX_CAPACITOR = 1)
required_components = list(GEIS_CAPACITOR = 2)
consumed_components = list(GEIS_CAPACITOR = 1)
usage_tip = "Useful for fleeing attackers, as few will be able to follow someone using this scripture."
tier = SCRIPTURE_DRIVER
primary_component = GUVAX_CAPACITOR
primary_component = GEIS_CAPACITOR
sort_priority = 6
quickbind = TRUE
quickbind_desc = "Weakens, confuses, and dizzies nearby non-servants, then allows some movement.<br><b>Maximum 5 chants.</b>"
@@ -254,8 +254,8 @@
desc = "Forms a cache that can store an infinite amount of components. All caches are linked and will provide components to slabs."
invocations = list("Constructing...", "...a cache!")
channel_time = 50
required_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 0)
consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
required_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 0)
consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
object_path = /obj/structure/destructible/clockwork/cache
creator_message = "<span class='brass'>You form a tinkerer's cache, which is capable of storing components, which will automatically be used by slabs.</span>"
observer_message = "<span class='warning'>A hollow brass spire rises and begins to blaze!</span>"
@@ -12,8 +12,8 @@
"THE TIME HAS COME FOR OUR MASTER TO BREAK THE CHAINS OF EXILE!!", \
"LEND US YOUR AID! ENGINE COMES!!")
channel_time = 150
required_components = list(BELLIGERENT_EYE = 10, VANGUARD_COGWHEEL = 10, GUVAX_CAPACITOR = 10, REPLICANT_ALLOY = 10, HIEROPHANT_ANSIBLE = 10)
consumed_components = list(BELLIGERENT_EYE = 10, VANGUARD_COGWHEEL = 10, GUVAX_CAPACITOR = 10, REPLICANT_ALLOY = 10, HIEROPHANT_ANSIBLE = 10)
required_components = list(BELLIGERENT_EYE = 10, VANGUARD_COGWHEEL = 10, GEIS_CAPACITOR = 10, REPLICANT_ALLOY = 10, HIEROPHANT_ANSIBLE = 10)
consumed_components = list(BELLIGERENT_EYE = 10, VANGUARD_COGWHEEL = 10, GEIS_CAPACITOR = 10, REPLICANT_ALLOY = 10, HIEROPHANT_ANSIBLE = 10)
invokers_required = 5
multiple_invokers_used = TRUE
usage_tip = "The gateway is completely vulnerable to attack during its five-minute duration. It will periodically give indication of its general position to everyone on the station \
@@ -9,8 +9,8 @@
desc = "Taps the limitless power of Inath-neq, one of Ratvar's four generals. The benevolence of Inath-Neq will grant complete invulnerability to all servants in range for fifteen seconds."
invocations = list("I call upon you, Vanguard!!", "Let the Resonant Cogs turn once more!!", "Grant me and my allies the strength to vanquish our foes!!")
channel_time = 150
required_components = list(VANGUARD_COGWHEEL = 6, GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 3)
consumed_components = list(VANGUARD_COGWHEEL = 6, GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 3)
required_components = list(VANGUARD_COGWHEEL = 6, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 3)
consumed_components = list(VANGUARD_COGWHEEL = 6, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 3)
usage_tip = "Those affected by this scripture are only weak to things that outright destroy bodies, such as bombs or the singularity."
tier = SCRIPTURE_REVENANT
primary_component = VANGUARD_COGWHEEL
@@ -45,8 +45,8 @@
clockwork proselytizers will cost no replicant alloy to use."
invocations = list("I call upon you, Armorer!!", "Let your machinations reign on this miserable station!!", "Let your power flow through the tools of your master!!")
channel_time = 150
required_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 6)
consumed_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 6)
required_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 6)
consumed_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 6)
usage_tip = "Ocular wardens will become empowered, clockwork proselytizers will require no alloy, tinkerer's daemons will produce twice as quickly, \
and interdiction lenses, mending motors, mania motors, tinkerer's daemons, and clockwork obelisks will all require no power."
tier = SCRIPTURE_REVENANT
@@ -103,12 +103,12 @@
for all non-servant humans on the same z-level as them. The power of this scripture falls off somewhat with distance, and certain things may reduce its effects."
invocations = list("I call upon you, Fright!!", "Let your power shatter the sanity of the weak-minded!!", "Let your tendrils hold sway over all!!")
channel_time = 150
required_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GUVAX_CAPACITOR = 6, HIEROPHANT_ANSIBLE = 3)
consumed_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GUVAX_CAPACITOR = 6, HIEROPHANT_ANSIBLE = 3)
required_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 6, HIEROPHANT_ANSIBLE = 3)
consumed_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 6, HIEROPHANT_ANSIBLE = 3)
usage_tip = "Causes brain damage, hallucinations, confusion, and dizziness in massive amounts."
tier = SCRIPTURE_REVENANT
sort_priority = 4
primary_component = GUVAX_CAPACITOR
primary_component = GEIS_CAPACITOR
invokers_required = 3
multiple_invokers_used = TRUE
var/list/mindbreaksayings = list("\"Oh, great. I get to shatter some minds.\"", "\"More minds to crush.\"", \
@@ -174,8 +174,8 @@
seconds, anyone near you will be struck by a devastating lightning bolt."
invocations = list("I call upon you, Amperage!!", "Let your energy flow through me!!", "Let your boundless power shatter stars!!")
channel_time = 150
required_components = list(BELLIGERENT_EYE = 3, GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 6)
consumed_components = list(BELLIGERENT_EYE = 3, GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 6)
required_components = list(BELLIGERENT_EYE = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 6)
consumed_components = list(BELLIGERENT_EYE = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 6)
usage_tip = "Struck targets will also be knocked down for about sixteen seconds."
tier = SCRIPTURE_REVENANT
primary_component = HIEROPHANT_ANSIBLE
@@ -95,15 +95,15 @@
desc = "Places a luminous sigil that will enslave any valid beings standing on it after a time."
invocations = list("Divinity, enlighten...", "...those who trespass here!")
channel_time = 60
required_components = list(BELLIGERENT_EYE = 1, GUVAX_CAPACITOR = 2)
consumed_components = list(BELLIGERENT_EYE = 1, GUVAX_CAPACITOR = 1)
required_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 2)
consumed_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 1)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/submission
creator_message = "<span class='brass'>A luminous sigil appears below you. The next non-servant to cross it will be enslaved after a brief time if they do not move.</span>"
usage_tip = "This is not a primary conversion method - use Guvax for that. It is advantageous as a trap, however, as it will transmit the name of the newly-converted."
usage_tip = "This is not a primary conversion method - use Geis for that. It is advantageous as a trap, however, as it will transmit the name of the newly-converted."
tier = SCRIPTURE_SCRIPT
one_per_tile = TRUE
primary_component = GUVAX_CAPACITOR
primary_component = GEIS_CAPACITOR
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Creates a Sigil of Submission, which will convert one non-Servant that remains on it."
@@ -116,15 +116,15 @@
desc = "Forms an ancient positronic brain with an overriding directive to serve Ratvar."
invocations = list("Herd the souls of...", "...the blasphemous damned!")
channel_time = 30
required_components = list(VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 2)
consumed_components = list(VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 1)
required_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 2)
consumed_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 1)
whispered = TRUE
object_path = /obj/item/device/mmi/posibrain/soul_vessel
creator_message = "<span class='brass'>You form a soul vessel, which can be used in-hand to attract spirits, or used on an unconscious or dead human to extract their consciousness.</span>"
usage_tip = "The vessel can be used as a teleport target for Spatial Gateway, though it is generally better-used by placing it in a shell or cyborg body."
tier = SCRIPTURE_SCRIPT
space_allowed = TRUE
primary_component = GUVAX_CAPACITOR
primary_component = GEIS_CAPACITOR
sort_priority = 6
quickbind = TRUE
quickbind_desc = "Creates a Soul Vessel, which can be placed in construct shells and cyborg bodies once filled."
@@ -137,8 +137,8 @@
desc = "Forms a device that, when used on certain objects, converts them into their Ratvarian equivalents. It requires replicant alloy to function."
invocations = list("With this device...", "...his presence shall be made known.")
channel_time = 20
required_components = list(GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 2)
consumed_components = list(GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 1)
required_components = list(GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 2)
consumed_components = list(GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1)
whispered = TRUE
object_path = /obj/item/clockwork/clockwork_proselytizer/preloaded
creator_message = "<span class='brass'>You form a clockwork proselytizer, which is already pre-loaded with a small amount of replicant alloy.</span>"
@@ -272,8 +272,8 @@
chant_invocations = list("Draw charge to this shell!")
chant_amount = 30
chant_interval = 10
required_components = list(GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
consumed_components = list(GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
required_components = list(GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
consumed_components = list(GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
usage_tip = "If standing on a Sigil of Transmission, will transfer power to it. Augumented limbs will also be healed unless above a very high threshhold."
tier = SCRIPTURE_SCRIPT
primary_component = HIEROPHANT_ANSIBLE
@@ -12,7 +12,7 @@
break_message = "<span class='warning'>The antenna break off, leaving a pile of shards!</span>"
debris = list(/obj/item/clockwork/alloy_shards/large = 1, \
/obj/item/clockwork/alloy_shards/small = 3, \
/obj/item/clockwork/component/guvax_capacitor/antennae = 1)
/obj/item/clockwork/component/geis_capacitor/antennae = 1)
var/mania_cost = 200
var/convert_attempt_cost = 200
var/convert_cost = 200
@@ -78,7 +78,7 @@
for(var/obj/item/weapon/storage/book/bible/BI in L.GetAllContents())
if(!(BI.resistance_flags & ON_FIRE))
BI.fire_act()
else if(!is_servant_of_ratvar(L) && !L.stat && L.mind && !L.restrained() && !(L.buckled && (L.lying || istype(L.buckled, /obj/structure/destructible/clockwork/guvax_binding))) && \
else if(!is_servant_of_ratvar(L) && !L.stat && L.mind && !L.restrained() && !(L.buckled && (L.lying || istype(L.buckled, /obj/structure/destructible/clockwork/geis_binding))) && \
!(L.disabilities & BLIND) && !L.null_rod_check())
. += L
for(var/N in mechas_list)
+1 -1
View File
@@ -316,7 +316,7 @@
icon_state = "vanguard_cogwheel"
/obj/effect/overlay/temp/ratvar/component/capacitor
icon_state = "guvax_capacitor"
icon_state = "geis_capacitor"
/obj/effect/overlay/temp/ratvar/component/alloy
icon_state = "replicant_alloy"
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