[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.
This commit is contained in:
subject217
2018-09-05 23:16:38 +12:00
committed by oranges
parent faa240e559
commit 2acaa8ae1b
11 changed files with 134 additions and 42 deletions
@@ -1,4 +1,4 @@
/mob/living/carbon/human/examine(mob/user)
/mob/living/carbon/human/examine(mob/user) //User is the person being examined
//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
var/t_He = p_they(TRUE)
var/t_His = p_their(TRUE)
@@ -80,8 +80,11 @@
msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
//eyes
if(glasses && !(SLOT_GLASSES in obscured))
msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
if(!(SLOT_GLASSES in obscured))
if(glasses)
msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
else if(eye_color == BLOODCULT_EYE && iscultist(src) && has_trait(CULT_EYES))
msg += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>\n"
//ears
if(ears && !(SLOT_EARS in obscured))
@@ -122,8 +122,8 @@
desc = "A massive, armored construct built to spearhead attacks and soak up enemy fire."
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 200
health = 200
maxHealth = 150
health = 150
response_harm = "harmlessly punches"
harm_intent_damage = 0
obj_damage = 90
@@ -148,7 +148,7 @@
/mob/living/simple_animal/hostile/construct/armored/bullet_act(obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 60 - round(P.damage/3)
var/reflectchance = 40 - round(P.damage/3)
if(prob(reflectchance))
apply_damage(P.damage * 0.5, P.damage_type)
visible_message("<span class='danger'>The [P.name] is reflected by [src]'s armored shell!</span>", \