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Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
This commit is contained in:
@@ -0,0 +1,189 @@
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/obj/item/weapon/banner
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name = "banner"
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icon = 'icons/obj/items.dmi'
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icon_state = "banner"
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item_state = "banner"
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desc = "A banner with Nanotrasen's logo on it."
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var/moralecooldown = 0
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var/moralewait = 600
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/obj/item/weapon/banner/attack_self(mob/living/carbon/human/user)
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if(moralecooldown + moralewait > world.time)
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return
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user << "<span class='notice'>You increase the morale of your fellows!</span>"
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moralecooldown = world.time
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for(var/mob/living/carbon/human/H in range(4,get_turf(src)))
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H << "<span class='notice'>Your morale is increased by [user]'s banner!</span>"
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H.adjustBruteLoss(-15)
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H.adjustFireLoss(-15)
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H.AdjustStunned(-2)
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H.AdjustWeakened(-2)
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H.AdjustParalysis(-2)
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/obj/item/weapon/banner/red
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name = "red banner"
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icon_state = "banner-red"
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item_state = "banner-red"
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desc = "A banner with the logo of the red deity."
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/obj/item/weapon/banner/blue
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name = "blue banner"
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icon_state = "banner-blue"
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item_state = "banner-blue"
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desc = "A banner with the logo of the blue deity"
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/obj/item/weapon/storage/backpack/bannerpack
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name = "nanotrasen banner backpack"
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desc = "It's a backpack with lots of extra room. A banner with Nanotrasen's logo is attached, that can't be removed."
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max_combined_w_class = 27 //6 more then normal, for the tradeoff of declaring yourself an antag at all times.
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icon_state = "bannerpack"
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/obj/item/weapon/storage/backpack/bannerpack/red
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name = "red banner backpack"
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desc = "It's a backpack with lots of extra room. A red banner is attached, that can't be removed."
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icon_state = "bannerpack-red"
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/obj/item/weapon/storage/backpack/bannerpack/blue
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name = "blue banner backpack"
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desc = "It's a backpack with lots of extra room. A blue banner is attached, that can't be removed."
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icon_state = "bannerpack-blue"
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//this is all part of one item set
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/obj/item/clothing/suit/armor/plate/crusader
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name = "Crusader's Armour"
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desc = "Armour that's comprised of metal and cloth."
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icon_state = "crusader"
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w_class = 4 //bulky
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slowdown = 2.0 //gotta pretend we're balanced.
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/plate/crusader/red
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icon_state = "crusader-red"
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/obj/item/clothing/suit/armor/plate/crusader/blue
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icon_state = "crusader-blue"
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/obj/item/clothing/head/helmet/plate/crusader
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name = "Crusader's Hood"
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desc = "A brownish hood."
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icon_state = "crusader"
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w_class = 3 //normal
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flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0)
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/obj/item/clothing/head/helmet/plate/crusader/blue
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icon_state = "crusader-blue"
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/obj/item/clothing/head/helmet/plate/crusader/red
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icon_state = "crusader-red"
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//Prophet helmet
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/obj/item/clothing/head/helmet/plate/crusader/prophet
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name = "Prophet's Hat"
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desc = "A religious-looking hat."
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alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
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flags = 0
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 50, bomb = 70, bio = 50, rad = 50) //religion protects you from disease and radiation, honk.
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worn_x_dimension = 64
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worn_y_dimension = 64
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/obj/item/clothing/head/helmet/plate/crusader/prophet/red
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icon_state = "prophet-red"
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/obj/item/clothing/head/helmet/plate/crusader/prophet/blue
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icon_state = "prophet-blue"
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//Structure conversion staff
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/obj/item/weapon/godstaff
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name = "godstaff"
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desc = "It's a stick..?"
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icon_state = "godstaff-red"
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var/conversion_color = "#ffffff"
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var/staffcooldown = 0
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var/staffwait = 30
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/obj/item/weapon/godstaff/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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if(staffcooldown + staffwait > world.time)
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return
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user.visible_message("[user] chants deeply and waves their staff!")
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if(do_after(user, 20,1,src))
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target.color = conversion_color //wololo
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staffcooldown = world.time
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/obj/item/weapon/godstaff/red
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icon_state = "godstaff-red"
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conversion_color = "#ff0000"
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/obj/item/weapon/godstaff/blue
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icon_state = "godstaff-blue"
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conversion_color = "#0000ff"
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/obj/item/clothing/gloves/plate
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name = "Plate Gauntlets"
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icon_state = "crusader"
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desc = "They're like gloves, but made of metal."
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siemens_coefficient = 0
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
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/obj/item/clothing/gloves/plate/red
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icon_state = "crusader-red"
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/obj/item/clothing/gloves/plate/blue
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icon_state = "crusader-blue"
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/obj/item/clothing/shoes/plate
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name = "Plate Boots"
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desc = "Metal boots, they look heavy."
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icon_state = "crusader"
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w_class = 3 //normal
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0) //does this even do anything on boots?
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flags = NOSLIP
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cold_protection = FEET
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min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
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heat_protection = FEET
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max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
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/obj/item/clothing/shoes/plate/red
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icon_state = "crusader-red"
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/obj/item/clothing/shoes/plate/blue
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icon_state = "crusader-blue"
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/obj/item/weapon/storage/box/itemset/crusader
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name = "Crusader's Armour Set" //i can't into ck2 references
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desc = "This armour is said to be based on the armor of kings on another world thousands of years ago, who tended to assassinate, conspire, and plot against everyone who tried to do the same to them. Some things never change."
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/obj/item/weapon/storage/box/itemset/crusader/blue/New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/clothing/suit/armor/plate/crusader/blue(src)
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new /obj/item/clothing/head/helmet/plate/crusader/blue(src)
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new /obj/item/clothing/gloves/plate/blue(src)
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new /obj/item/clothing/shoes/plate/blue(src)
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/obj/item/weapon/storage/box/itemset/crusader/red/New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/clothing/suit/armor/plate/crusader/red(src)
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new /obj/item/clothing/head/helmet/plate/crusader/red(src)
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new /obj/item/clothing/gloves/plate/red(src)
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new /obj/item/clothing/shoes/plate/red(src)
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/obj/item/weapon/claymore/weak
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desc = "This one is rusted."
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force = 30
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armour_penetration = 15
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@@ -233,7 +233,7 @@
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..()
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return
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/obj/item/stack/AltClick(mob/user)
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/obj/item/stack/AltClick(mob/living/user)
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if(user.incapacitated())
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user << "<span class='warning'>You can't do that right now!</span>"
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return
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@@ -32,7 +32,7 @@
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return -1
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if(target.mind in ticker.mode.revolutionaries)
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ticker.mode.remove_revolutionary(target.mind)
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if((target.mind in ticker.mode.cult) || (target.mind in ticker.mode.blue_deity_prophets|ticker.mode.red_deity_prophets|ticker.mode.red_deity_followers|ticker.mode.blue_deity_followers))
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if(target.mind in ticker.mode.cult)
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target << "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>"
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else
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target << "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>"
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@@ -46,7 +46,6 @@
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return 1
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return 0
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/obj/item/weapon/implanter/mindshield
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name = "implanter (mindshield)"
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@@ -0,0 +1,46 @@
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/obj/structure/sacrificealtar
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name = "sacrificial altar"
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desc = "An altar designed to perform blood sacrifice for a deity."
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "sacrificealtar"
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anchored = 1
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density = 0
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can_buckle = 1
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/obj/structure/sacrificealtar/attack_hand(mob/living/user)
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..()
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if(!has_buckled_mobs())
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return
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var/mob/living/L = locate() in buckled_mobs
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if(!L)
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return
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user << "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>"
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L.gib()
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message_admins("[key_name_admin(user)] has sacrificed [key_name_admin(L)] on the sacrifical altar.")
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/obj/structure/healingfountain
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name = "healing fountain"
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desc = "A fountain containing the waters of life."
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "fountain"
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anchored = 1
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density = 1
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var/time_between_uses = 1800
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var/last_process = 0
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/obj/structure/healingfountain/attack_hand(mob/living/user)
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if(last_process + time_between_uses > world.time)
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user << "<span class='notice'>The fountain appears to be empty.</span>"
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return
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last_process = world.time
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user << "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>"
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user.reagents.add_reagent("godblood",20)
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update_icons()
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addtimer(src, "update_icons", time_between_uses)
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/obj/structure/healingfountain/proc/update_icons()
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if(last_process + time_between_uses > world.time)
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icon_state = "fountain"
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else
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icon_state = "fountain-red"
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@@ -120,3 +120,43 @@
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name = "dense stack of papers"
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desc = "A stack of various papers, childish scribbles scattered across each page."
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icon_state = "paperstack"
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/obj/structure/fluff/divine
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name = "Miracle"
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icon = 'icons/obj/hand_of_god_structures.dmi'
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anchored = 1
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density = 1
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/obj/structure/fluff/divine/nexus
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name = "nexus"
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desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
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icon_state = "nexus-neutral"
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/obj/structure/fluff/divine/conduit
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name = "conduit"
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desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
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icon_state = "conduit-neutral"
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/obj/structure/fluff/divine/convertaltar
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name = "conversion altar"
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desc = "An altar dedicated to a deity."
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icon_state = "convertaltar-neutral"
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density = 0
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can_buckle = 1
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/obj/structure/fluff/divine/powerpylon
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name = "power pylon"
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desc = "A pylon which increases the deity's rate it can influence the world."
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icon_state = "powerpylon"
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can_buckle = 1
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/obj/structure/fluff/divine/defensepylon
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name = "defense pylon"
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desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
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icon_state = "defensepylon"
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/obj/structure/fluff/divine/shrine
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name = "shrine"
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desc = "A shrine dedicated to a deity."
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icon_state = "shrine"
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@@ -0,0 +1,99 @@
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/obj/structure/trap
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name = "IT'S A TARP"
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desc = "stepping on me is a guaranteed bad day"
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "trap"
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density = 0
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alpha = 30 //initially quite hidden when not "recharging"
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var/last_trigger = 0
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var/time_between_triggers = 600 //takes a minute to recharge
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/obj/structure/trap/Crossed(atom/movable/AM)
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if(last_trigger + time_between_triggers > world.time)
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return
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alpha = initial(alpha)
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if(isliving(AM))
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var/mob/living/L = AM
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last_trigger = world.time
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alpha = 200
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trap_effect(L)
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animate(src, alpha = initial(alpha), time = time_between_triggers)
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/obj/structure/trap/examine(mob/user)
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..()
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if(!isliving(user)) //bad ghosts, stop trying to powergame from beyond the grave
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return
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user << "You reveal a trap!"
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alpha = 200
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animate(src, alpha = initial(alpha), time = time_between_triggers)
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/obj/structure/trap/proc/trap_effect(mob/living/L)
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return
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/obj/structure/trap/stun
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name = "shock trap"
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desc = "A trap that will shock you, it will burn your flesh and render you immobile, You'd better avoid it."
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icon_state = "trap-shock"
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/obj/structure/trap/stun/trap_effect(mob/living/L)
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L << "<span class='danger'><B>You are paralyzed from the intense shock!</B></span>"
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L.Weaken(5)
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var/turf/Lturf = get_turf(L)
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new /obj/effect/particle_effect/sparks/electricity(Lturf)
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new /obj/effect/particle_effect/sparks(Lturf)
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/obj/structure/trap/fire
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name = "flame trap"
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desc = "A trap that will set you ablaze. You'd better avoid it."
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icon_state = "trap-fire"
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/obj/structure/trap/fire/trap_effect(mob/living/L)
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L << "<span class='danger'><B>Spontaneous combustion!</B></span>"
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L.Weaken(1)
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var/turf/Lturf = get_turf(L)
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new /obj/effect/hotspot(Lturf)
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new /obj/effect/particle_effect/sparks(Lturf)
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/obj/structure/trap/chill
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name = "frost trap"
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desc = "A trap that will chill you to the bone. You'd better avoid it."
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icon_state = "trap-frost"
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/obj/structure/trap/chill/trap_effect(mob/living/L)
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L << "<span class='danger'><B>You're frozen solid!</B></span>"
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L.Weaken(1)
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L.bodytemperature -= 300
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new /obj/effect/particle_effect/sparks(get_turf(L))
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/obj/structure/trap/damage
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name = "earth trap"
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desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
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icon_state = "trap-earth"
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/obj/structure/trap/damage/trap_effect(mob/living/L)
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L << "<span class='danger'><B>The ground quakes beneath your feet!</B></span>"
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L.Weaken(5)
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L.adjustBruteLoss(35)
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var/turf/Lturf = get_turf(L)
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new /obj/effect/particle_effect/sparks(Lturf)
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new /obj/structure/flora/rock(Lturf)
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/obj/structure/trap/ward
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name = "divine ward"
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desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
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icon_state = "ward"
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density = 1
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time_between_triggers = 1200 //Exists for 2 minutes
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/obj/structure/trap/ward/New()
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..()
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QDEL_IN(src, time_between_triggers)
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