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[Ready][?] Robustin's cult nerf, back from the dead. (#39717)
balance: Once the blood cult reaches 20% of the active player population, they will receive a notice that the cult is "rising" - and after a moderate delay the eyes of all existing and new cultists will be permanently red. Examining a cultist with uncovered eyes will confirm their supernatural appearance. balance: Once the blood cult reaches 40% of the active player population they will receive a warning and after a moderate delay will glow red, permanently revealing the identity of existing and new blood cultists. add: Any non-cultist can now strike a (filled) soulshard with a bible to purify it. Purified shades have a unique appearance and will be eager to get revenge on the cult. Bibles can be printed in the library. balance: Juggernauts have 25% less HP and 35% less projectile reflection. balance: Cult mirror shield is slightly easier to break, has less illusions, and has -33% throwing distance. balance: The EMP blood spell has -1 light and heavy radius. balance: The revive rune now requires 3 sacrifices per revive, it still starts with one "freebie" revive. Giving "souls" to AFK/Catatonic cultists remains free of charge. balance: Twisted Construction now has a channel time with added noise/effects when used on doors. It also hurts you slightly more to use. balance: You can now only hold 1 blood spell without an empowering rune and 4 with one. del: The Bloody Bastard Sword is no longer available in Blood Cult. It's still spawnable with admin tools.
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@@ -1,4 +1,4 @@
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/mob/living/carbon/human/examine(mob/user)
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/mob/living/carbon/human/examine(mob/user) //User is the person being examined
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//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
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var/t_He = p_they(TRUE)
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var/t_His = p_their(TRUE)
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@@ -80,8 +80,11 @@
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msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
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//eyes
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if(glasses && !(SLOT_GLASSES in obscured))
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msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
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if(!(SLOT_GLASSES in obscured))
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if(glasses)
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msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
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else if(eye_color == BLOODCULT_EYE && iscultist(src) && has_trait(CULT_EYES))
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msg += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>\n"
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//ears
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if(ears && !(SLOT_EARS in obscured))
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@@ -122,8 +122,8 @@
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desc = "A massive, armored construct built to spearhead attacks and soak up enemy fire."
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icon_state = "behemoth"
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icon_living = "behemoth"
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maxHealth = 200
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health = 200
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maxHealth = 150
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health = 150
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response_harm = "harmlessly punches"
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harm_intent_damage = 0
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obj_damage = 90
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@@ -148,7 +148,7 @@
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/mob/living/simple_animal/hostile/construct/armored/bullet_act(obj/item/projectile/P)
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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var/reflectchance = 60 - round(P.damage/3)
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var/reflectchance = 40 - round(P.damage/3)
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if(prob(reflectchance))
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apply_damage(P.damage * 0.5, P.damage_type)
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visible_message("<span class='danger'>The [P.name] is reflected by [src]'s armored shell!</span>", \
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