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(Ready) Clockwork Cult Rework: Proof-of-concept (#29741)
* Starting on the rework * Reworks the Ark * Work on Reebe * More Ark stuff * this too * Removes ark silliness, remaps Reebe a tad * Spawning mechanics * Work on gamemode code * Finishes up ark stuff * Removes Judgement, and lots of other changes * New Ark activation sounds, Ratvar text * Spawn protection! * Adds the abscondence bijou * Bijou stuff * well, this is it * somewhat absentminded coder * Remaps the Reebe z * replica fabricators now work! * Guide paper! * Now they're clockwork floors * Infirmary, tweaks, numbers * A new thing! * this is ok for now * I was gonna whine but it's actually necessary * Adds damage scaling to ocular wardens * I missed a thing * you can go back too * New clockwork armor sprites * Weapons, scripture, oh my! * no! shoo! * hey, I forgot about you! * this looks much better, I'll give you that * no teleporting into the void! * we have no need of you anymore * Conflicteroos * AUTOMATIC SPINNING CHAIRS * how many times do we have to teach you this LESSON OLD MAN * flagged! * last time, meesa promise * Conflicts 1 * wood filling * Kindle is a projectile, and other stuff * Chameleon jumpsuit, some small changes * 150 hours of testing * Curious is the trapmaker's art * Conflicts 1 * naaah * Fixes an ark sound * Removes the prolonging prism * Adds a delay to warping in * First steps towards changing the power system * Removes power from sigils, moves to global * Conflicts 1 * zoom zoom * Adds the stargazer, re-adds conversion * conflicts? more like CLOCK-flicts * get it? clockflicts? * Daemon tuning * Scraps components, 1/? * A grace period, among other things * You can't get to reebe from space no stop bad * Adds some cogscarab shells to Reebe - yes, I get the sounds * FUCK * Chairs are very important. * Clock golems, sound improvement, intercoms * Sounds, floor fixes, conflicts * Fixes the conflicts * Prevents intercom use during non-clock rounds * Wiki, HUD timer, tweaks, golems * Components, removes unused structures, rep. fab power * go-time * Ending the round is not a good idea * whoops, forgot about you * ssh is ok * this works too
This commit is contained in:
@@ -199,3 +199,57 @@
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duration = 80
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icon_state = "sigilactiveoverlay"
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alpha = 0
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/obj/effect/temp_visual/steam
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name = "steam"
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desc = "Steam! It's hot. It also serves as a game distribution platform."
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icon_state = "smoke"
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duration = 15
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/obj/effect/temp_visual/steam/Initialize(mapload, steam_direction)
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. = ..()
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setDir(steam_direction)
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var/x_offset = 0
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var/y_offset = 0
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switch(dir)
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if(NORTH)
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y_offset = 8
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if(EAST)
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x_offset = 4
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y_offset = 4
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if(SOUTH)
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y_offset = 2
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if(WEST)
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x_offset = -4
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y_offset = 4
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animate(src, pixel_x = x_offset, pixel_y = y_offset, alpha = 50, time = 15)
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/obj/effect/temp_visual/steam_release
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name = "all the steam"
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/obj/effect/temp_visual/steam_release/Initialize()
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..()
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for(var/V in GLOB.cardinals)
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var/turf/T = get_step(src, V)
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new/obj/effect/temp_visual/steam(T, V)
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return INITIALIZE_HINT_QDEL
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//Foreshadows a servant warping in.
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/obj/effect/temp_visual/ratvar/warp_marker
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name = "illuminant marker"
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desc = "A silhouette of dim light. It's getting brighter!"
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resistance_flags = INDESTRUCTIBLE
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icon = 'icons/effects/genetics.dmi'
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icon_state = "servitude"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = TRUE
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alpha = 0
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light_color = "#FFE48E"
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light_range = 2
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light_power = 0.7
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duration = 55
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/obj/effect/temp_visual/ratvar/warp_marker/Initialize(mapload, mob/living/servant)
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. = ..()
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animate(src, alpha = 255, time = 50)
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