Clockcult combat changes (#29326)

* Clockcult combat changes

* boom

* nah, less

* text changes

* compile

* more compile
This commit is contained in:
Joan Lung
2017-07-28 20:45:36 -03:00
committed by KorPhaeron
parent 3044769c23
commit eda1a04b7f
11 changed files with 69 additions and 251 deletions
+1
View File
@@ -7,6 +7,7 @@
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
GLOBAL_VAR_INIT(clockwork_caches, 0) //How many clockwork caches exist in the world (not each individual)
GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
@@ -326,8 +326,7 @@
stat_affected = DEAD
resist_string = "glows shimmering yellow"
sigil_name = "Vitality Matrix"
var/static/vitality = 0
var/base_revive_cost = 20
var/revive_cost = 150
var/sigil_active = FALSE
var/animation_number = 3 //each cycle increments this by 1, at 4 it produces an animation and resets
var/static/list/damage_heal_order = list(CLONE, TOX, BURN, BRUTE, OXY) //we heal damage in this order
@@ -335,11 +334,11 @@
/obj/effect/clockwork/sigil/vitality/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='[vitality ? "inathneq_small":"alloy"]'>It has access to <b>[GLOB.ratvar_awakens ? "INFINITE":"[vitality]"]</b> units of vitality.</span>")
to_chat(user, "<span class='[GLOB.clockwork_vitality ? "inathneq_small":"alloy"]'>It has access to <b>[GLOB.ratvar_awakens ? "INFINITE":GLOB.clockwork_vitality]</b> units of vitality.</span>")
if(GLOB.ratvar_awakens)
to_chat(user, "<span class='inathneq_small'>It can revive Servants at no cost!</span>")
else
to_chat(user, "<span class='inathneq_small'>It can revive Servants at a cost of <b>[base_revive_cost]</b> vitality plus vitality equal to the non-oxygen damage they have, in addition to being destroyed in the process.</span>")
to_chat(user, "<span class='inathneq_small'>It can revive Servants at a cost of <b>[revive_cost]</b> vitality.</span>")
/obj/effect/clockwork/sigil/vitality/sigil_effects(mob/living/L)
if((is_servant_of_ratvar(L) && L.suiciding) || sigil_active)
@@ -348,7 +347,7 @@
animate(src, alpha = 255, time = 10, flags = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
sleep(10)
//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || vitality))) && get_turf(L) == get_turf(src))
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || GLOB.clockwork_vitality))) && get_turf(L) == get_turf(src))
sigil_active = TRUE
if(animation_number >= 4)
new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
@@ -373,40 +372,37 @@
else
vitality_drained = L.adjustToxLoss(1.5)
if(vitality_drained)
vitality += vitality_drained
GLOB.clockwork_vitality += vitality_drained
else
break
else
if(L.stat == DEAD)
var/revival_cost = base_revive_cost + L.getCloneLoss() + L.getToxLoss() + L.getFireLoss() + L.getBruteLoss() //ignores oxygen damage
var/revival_cost = revive_cost
if(GLOB.ratvar_awakens)
revival_cost = 0
var/mob/dead/observer/ghost = L.get_ghost(TRUE)
if(vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
if(GLOB.clockwork_vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
if(ghost)
ghost.reenter_corpse()
L.revive(1, 1)
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/staff_healing.ogg', 50, 1)
L.visible_message("<span class='warning'>[L] suddenly gets back up, [GLOB.ratvar_awakens ? "[L.p_their()] body dripping blue ichor":"even as [src] scatters into blue sparks around [L.p_them()]"]!</span>", \
"<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
vitality -= revival_cost
if(!GLOB.ratvar_awakens)
qdel(src)
L.visible_message("<span class='warning'>[L] suddenly gets back up, [L.p_their()] body dripping blue ichor!</span>", "<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
GLOB.clockwork_vitality -= revival_cost
break
var/vitality_for_cycle = 3
if(!GLOB.ratvar_awakens)
if(L.stat == CONSCIOUS)
vitality_for_cycle = 2
vitality_for_cycle = min(vitality, vitality_for_cycle)
vitality_for_cycle = min(GLOB.clockwork_vitality, vitality_for_cycle)
var/vitality_used = L.heal_ordered_damage(vitality_for_cycle, damage_heal_order)
if(!vitality_used)
break
if(!GLOB.ratvar_awakens)
vitality -= vitality_used
GLOB.clockwork_vitality -= vitality_used
sleep(2)
@@ -145,29 +145,6 @@
return TRUE
//For the Volt Void scripture, fires a ray of energy at a target location
/obj/effect/proc_holder/slab/volt
ranged_mousepointer = 'icons/effects/volt_target.dmi'
/obj/effect/proc_holder/slab/volt/InterceptClickOn(mob/living/caller, params, atom/target)
if(target == slab || ..()) //we can't cancel
return TRUE
var/turf/T = ranged_ability_user.loc
if(!isturf(T))
return TRUE
if(target in view(7, get_turf(ranged_ability_user)))
successful = TRUE
ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user] fires a ray of energy at [target]!</span>", "<span class='nzcrentr'>You fire a volt ray at [target].</span>")
playsound(ranged_ability_user, 'sound/effects/light_flicker.ogg', 50, 1)
T = get_turf(target)
new/obj/effect/temp_visual/ratvar/volt_hit(T, ranged_ability_user)
add_logs(ranged_ability_user, T, "fired a volt ray")
remove_ranged_ability()
return TRUE
//For the cyborg Linked Vanguard scripture, grants you and a nearby ally Vanguard
/obj/effect/proc_holder/slab/vanguard
ranged_mousepointer = 'icons/effects/vanguard_target.dmi'
@@ -58,13 +58,11 @@
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/ranged_ability/sentinels_compromise, \
/datum/clockwork_scripture/create_object/vitality_matrix, /datum/clockwork_scripture/channeled/mending_mantra, /datum/clockwork_scripture/fellowship_armory)
/obj/item/clockwork/slab/cyborg/security //four scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
/datum/clockwork_scripture/channeled/volt_blaster)
/obj/item/clockwork/slab/cyborg/security //three scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade)
/obj/item/clockwork/slab/cyborg/peacekeeper //four scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
/datum/clockwork_scripture/channeled/volt_blaster)
/obj/item/clockwork/slab/cyborg/peacekeeper //three scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade)
/obj/item/clockwork/slab/cyborg/janitor //five scriptures, plus a fabricator
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transgression, \
@@ -74,8 +72,8 @@
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/tinkerers_cache, \
/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/fellowship_armory, /datum/clockwork_scripture/create_object/clockwork_obelisk)
/obj/item/clockwork/slab/cyborg/miner //three scriptures, plus a spear and xray vision
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/channeled/volt_blaster)
/obj/item/clockwork/slab/cyborg/miner //two scriptures, plus a spear and xray vision
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway)
/obj/item/clockwork/slab/cyborg/access_display(mob/living/user)
if(!GLOB.ratvar_awakens)
@@ -400,18 +398,19 @@
dat += "<font color=#BE8700><b>Servant:</b></font> A person or robot who serves Ratvar. You are one of these.<br>"
dat += "<font color=#BE8700><b>Cache:</b></font> A <i>Tinkerer's Cache</i>, which is a structure that stores and creates components.<br>"
dat += "<font color=#BE8700><b>CV:</b></font> Construction Value. All clockwork structures, floors, and walls increase this number.<br>"
dat += "<font color=#BE8700><b>Vitality:</b></font> Used for healing effects, produced by Ratvarian spear attacks and Vitality Matrices.<br>"
dat += "<font color=#BE8700><b>Geis:</b></font> An important scripture used to make normal crew and robots into Servants of Ratvar.<br>"
dat += "<font color=#6E001A><b>[get_component_icon(BELLIGERENT_EYE)]BE:</b></font> Belligerent Eye, a component type used in offensive scriptures.<br>"
dat += "<font color=#1E8CE1><b>[get_component_icon(VANGUARD_COGWHEEL)]VC:</b></font> Vanguard Cogwheel, a component type used in defensive scriptures.<br>"
dat += "<font color=#AF0AAF><b>[get_component_icon(GEIS_CAPACITOR)]GC:</b></font> Geis Capacitor, a component type used in mind-related scriptures.<br>"
dat += "<font color=#5A6068><b>[get_component_icon(REPLICANT_ALLOY)]RA:</b></font> Replicant Alloy, a component type used in construction scriptures.<br>"
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy scriptures.<br>"
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy-related scriptures.<br>"
dat += "<font color=#BE8700><b>Ark:</b></font> The cult's win condition, a huge structure that needs to be defended.<br><br>"
dat += "<font color=#BE8700 size=3>Items</font><br>"
dat += "<font color=#BE8700><b>Slab:</b></font> A clockwork slab, a Servant's most important tool. You're holding one! Keep it safe and hidden.<br>"
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can stun everything in an area after a delay.<br>"
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can smite an area for a brief stun and delayed explosion.<br>"
dat += "<font color=#BE8700><b>Wraith Specs:</b></font> Wraith spectacles, which provide true sight (x-ray, night vision) but damage the wearer's eyes.<br>"
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon.<br>"
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon that produces Vitality.<br>"
dat += "<font color=#BE8700><b>Fabricator:</b></font> A replica fabricator, which converts objects into clockwork versions.<br><br>"
dat += "<font color=#BE8700 size=3>Constructs</font><br>"
dat += "<font color=#BE8700><b>Marauder:</b></font> A clockwork marauder, which is a powerful bodyguard that hides in its owner.<br><br>"
@@ -425,6 +424,7 @@
dat += "<i>Note: Sigils can be stacked on top of one another, making certain sigils very effective when paired!</i><br>"
dat += "<font color=#BE8700><b>Transgression:</b></font> Stuns the first non-Servant to cross it for ten seconds and blinds others nearby. Disappears on use.<br>"
dat += "<font color=#BE8700><b>Submission:</b></font> Converts the first non-Servant to stand on the sigil for seven seconds. Disappears on use.<br>"
dat += "<font color=#BE8700><b>Matrix:</b></font> Drains health from non-Servants, producing Vitality. Can heal and revive Servants.<br>"
dat += "<font color=#BE8700><b>Accession:</b></font> Identical to the Sigil of Submission, but doesn't disappear on use. It can also convert a single mindshielded target, but will disappear after doing this.<br>"
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create additional power.<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
@@ -458,7 +458,7 @@
dat += "<b>Components</b> are your primary resource as a Servant. There are five types of component, with each one being used in different roles:<br><br>"
dat += "<font color=#6E001A>[get_component_icon(BELLIGERENT_EYE)]BE</font> Belligerent Eyes are aggressive and judgemental, and are used in offensive scripture;<br>"
dat += "<font color=#1E8CE1>[get_component_icon(VANGUARD_COGWHEEL)]VC</font> Vanguard Cogwheels are defensive and repairing, and are used in defensive scripture;<br>"
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>" //References the old name
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>"
dat += "<font color=#5A6068>[get_component_icon(REPLICANT_ALLOY)]RA</font> Replicant Alloy is a strong, malleable metal and is used for construction and creation;<br>"
dat += "<font color=#DAAA18>[get_component_icon(HIEROPHANT_ANSIBLE)]HA</font> Hierophant Ansibles are for transmission and power, and are used in power and teleportation scripture<br><br>"
dat += "Although this is a good rule of thumb, their effects become much more nuanced when used together. For instance, a turret might have both belligerent eyes and \
@@ -145,7 +145,7 @@
return TRUE
return FALSE
//Judicial marker: Created by the judicial visor. After three seconds, knocks down any non-Servants nearby and damages Nar-Sian cultists.
//Judicial marker: Created by the judicial visor. Immediately applies Belligerent and briefly knocks down, then after 3 seconds does large damage and briefly knocks down again
/obj/effect/clockwork/judicial_marker
name = "judicial marker"
desc = "You get the feeling that you shouldn't be standing here."
@@ -165,11 +165,18 @@
/obj/effect/clockwork/judicial_marker/proc/judicialblast()
playsound(src, 'sound/magic/magic_missile.ogg', 50, 1, 1, 1)
flick("judicial_marker", src)
for(var/mob/living/carbon/C in range(1, src))
var/datum/status_effect/belligerent/B = C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
if(!QDELETED(B))
B.duration = world.time + 30
C.Knockdown(5) //knocks down for half a second if affected
sleep(16)
name = "judicial blast"
layer = ABOVE_ALL_MOB_LAYER
flick("judicial_explosion", src)
set_light(1.4, 2, "#B451A1")
sleep(13)
name = "judicial explosion"
var/targetsjudged = 0
playsound(src, 'sound/effects/explosionfar.ogg', 100, 1, 1, 1)
set_light(0)
@@ -181,21 +188,19 @@
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.Knockdown(15) //knocks down briefly when exploding
if(!iscultist(L))
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
"<span class='userdanger'>[!issilicon(L) ? "An unseen force slams you into the ground!" : "ERROR: Motor servos disabled by external source!"]</span>")
L.Knockdown(160) //knocks down targets for 14-16 seconds
else
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
"<span class='heavy_brass'>\"Keep an eye out, filth.\"</span>\n<span class='userdanger'>A burst of heat crushes you against the ground!</span>")
L.Knockdown(80) //knocks down for 6-8 seconds, but set cultist targets on fire
L.adjust_fire_stacks(2)
L.adjust_fire_stacks(2) //sets cultist targets on fire
L.IgniteMob()
if(iscarbon(L))
var/mob/living/carbon/C = L
C.silent += 6
L.adjustFireLoss(5)
targetsjudged++
L.adjustBruteLoss(10) //do a small amount of damage
if(!QDELETED(L))
L.adjustBruteLoss(20) //does a decent amount of damage
add_logs(user, L, "struck with a judicial blast")
to_chat(user, "<span class='brass'><b>[targetsjudged ? "Successfully judged <span class='neovgre'>[targetsjudged]</span>":"Judged no"] heretic[targetsjudged == 1 ? "":"s"].</b></span>")
sleep(3) //so the animation completes properly
@@ -7,13 +7,13 @@
icon_state = "ratvarian_spear"
item_state = "ratvarian_spear"
force = 15 //Extra damage is dealt to targets in attack()
throwforce = 40
throwforce = 25
armour_penetration = 10
sharpness = IS_SHARP_ACCURATE
attack_verb = list("stabbed", "poked", "slashed")
hitsound = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
var/impale_cooldown = 50 //delay, in deciseconds, where you can't impale again
var/attack_cooldown = 10 //delay, in deciseconds, where you can't attack with the spear
var/bonus_burn = 5
var/timerid
/obj/item/clockwork/ratvarian_spear/Destroy()
@@ -22,107 +22,44 @@
/obj/item/clockwork/ratvarian_spear/ratvar_act()
if(GLOB.ratvar_awakens) //If Ratvar is alive, the spear is extremely powerful
force = 25
throwforce = 50
armour_penetration = 10
force = 20
bonus_burn = 10
throwforce = 40
armour_penetration = 50
clockwork_desc = initial(clockwork_desc)
deltimer(timerid)
else
force = initial(force)
bonus_burn = initial(bonus_burn)
throwforce = initial(throwforce)
armour_penetration = 0
armour_penetration = initial(armour_penetration)
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons, though it won't last for long."
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/break_spear), RATVARIAN_SPEAR_DURATION, TIMER_STOPPABLE)
/obj/item/clockwork/ratvarian_spear/cyborg/ratvar_act() //doesn't break!
if(GLOB.ratvar_awakens)
force = 25
throwforce = 50
armour_penetration = 10
else
force = initial(force)
throwforce = initial(throwforce)
armour_penetration = 0
..()
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons."
deltimer(timerid)
/obj/item/clockwork/ratvarian_spear/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='brass'>Stabbing a human you are pulling or have grabbed with the spear will impale them, doing massive damage and stunning.</span>")
to_chat(user, "<span class='inathneq_small'>Attacks on living non-Servants will generate <b>[bonus_burn]</b> units of vitality.</span>")
if(!iscyborg(user))
to_chat(user, "<span class='brass'>Throwing the spear will do massive damage, break the spear, and knock down the target.</span>")
/obj/item/clockwork/ratvarian_spear/attack(mob/living/target, mob/living/carbon/human/user)
var/impaling = FALSE
if(attack_cooldown > world.time)
to_chat(user, "<span class='warning'>You can't attack right now, wait [max(round((attack_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
return
if(user.pulling && ishuman(user.pulling) && user.pulling == target)
if(impale_cooldown > world.time)
to_chat(user, "<span class='warning'>You can't impale [target] yet, wait [max(round((impale_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
else
impaling = TRUE
attack_verb = list("impaled")
force += 22 //total 40 damage if ratvar isn't alive, 50 if he is
armour_penetration += 10 //if you're impaling someone, armor sure isn't that useful
user.stop_pulling()
if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
user.lastattacked = target
target.lastattacker = user
user.do_attack_animation(target)
if(!target.attacked_by(src, user)) //TODO MAKE ATTACK() USE PROPER RETURN VALUES
impaling = FALSE //if we got blocked, stop impaling
else if(!target.null_rod_check()) //if they don't have a null rod, we do bonus damage on a successful attack
. = ..()
if(!QDELETED(target) && target.stat != DEAD && !target.null_rod_check() && !is_servant_of_ratvar(target)) //we do bonus damage on attacks unless they're a servant, have a null rod, or are dead
var/bonus_damage = bonus_burn //normally a total of 20 damage, 30 with ratvar
if(issilicon(target))
var/mob/living/silicon/S = target
if(S.stat != DEAD)
S.visible_message("<span class='warning'>[S] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
S.adjustFireLoss(22) //total 37 damage on borgs
target.visible_message("<span class='warning'>[target] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
bonus_damage *= 5 //total 40 damage on borgs, 70 with ratvar
else if(iscultist(target) || isconstruct(target))
var/mob/living/M = target
if(M.stat != DEAD)
to_chat(M, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
M.adjustFireLoss(15) //total 30 damage on cultists
else
target.adjustFireLoss(3) //anything else takes a total of 18
add_logs(user, target, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
attack_verb = list("stabbed", "poked", "slashed")
ratvar_act()
if(impaling)
impale_cooldown = world.time + initial(impale_cooldown)
attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
if(target)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
target.Stun(80) //brief stun
to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
var/remove_verb = pick("pull", "yank", "drag")
if(do_after(user, 10, 1, target))
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
playsound(T, 'sound/misc/splort.ogg', 200, 1)
playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
if(target.stat != CONSCIOUS)
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
else
user.visible_message("<span class='warning'>[user] kicks [target] off of [src]!</span>", "<span class='warning'>You kick [target] off of [src]!</span>")
to_chat(target, "<span class='userdanger'>You scream in pain as you're kicked off of [src]!</span>")
target.emote("scream")
step(target, get_dir(user, target))
T = get_turf(target)
B.forceMove(T)
target.Knockdown(40) //then knockdown if we stayed next to them
playsound(T, 'sound/weapons/thudswoosh.ogg', 50, 1)
flash_color(target, flash_color="#911414", flash_time=8)
else if(target) //it's a do_after, we gotta check again to make sure they didn't get deleted
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
if(target.stat == CONSCIOUS)
to_chat(target, "<span class='userdanger'>You scream in pain as [src] is suddenly [remove_verb]ed out of you!</span>")
target.emote("scream")
flash_color(target, flash_color="#911414", flash_time=4)
to_chat(target, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
bonus_damage *= 3 //total 30 damage on cultists, 50 with ratvar
GLOB.clockwork_vitality += target.adjustFireLoss(bonus_damage) //adds the damage done to existing vitality
/obj/item/clockwork/ratvarian_spear/throw_impact(atom/target)
var/turf/T = get_turf(target)
@@ -139,6 +76,7 @@
L.Knockdown(100)
else
L.Knockdown(40)
GLOB.clockwork_vitality += L.adjustFireLoss(bonus_burn * 3) //normally a total of 40 damage, 70 with ratvar
break_spear(T)
else
..()
@@ -37,7 +37,7 @@
invocations = list("May heathens...", "...kneel under our force!")
channel_time = 30
primary_component = BELLIGERENT_EYE
quickbind_desc = "Allows you to place a Judicial Marker to knock down and damage non-Servants in an area.<br><b>Click your slab to disable.</b>"
quickbind_desc = "Allows you to smite an area, applying Belligerent and briefly stunning.<br><b>Click your slab to disable.</b>"
slab_overlay = "judicial"
ranged_type = /obj/effect/proc_holder/slab/judicial
ranged_message = "<span class='neovgre_small'><i>You charge the clockwork slab with judicial force.</i>\n\
@@ -28,20 +28,20 @@
/datum/clockwork_scripture/create_object/judicial_visor
descname = "Delayed Area Knockdown Glasses"
name = "Judicial Visor"
desc = "Forms a visor that, when worn, will grant the ability to smite an area, knocking down, muting, and damaging non-Servants."
desc = "Creates a visor that can smite an area, applying Belligerent and briefly stunning. The smote area will explode after 3 seconds."
invocations = list("Grant me the flames of Engine!")
channel_time = 10
consumed_components = list(BELLIGERENT_EYE = 1)
whispered = TRUE
object_path = /obj/item/clothing/glasses/judicial_visor
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting the unworthy.</span>"
usage_tip = "The visor has a thirty-second cooldown once used, and the marker it creates has a delay of 3 seconds before exploding."
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting a small area.</span>"
usage_tip = "The visor has a thirty-second cooldown once used."
tier = SCRIPTURE_DRIVER
space_allowed = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 2
quickbind = TRUE
quickbind_desc = "Creates a Judicial Visor, which can create a Judicial Marker at an area, knocking down, muting, and damaging non-Servants after a delay."
quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning."
//Vanguard: Provides twenty seconds of stun immunity. At the end of the twenty seconds, 25% of all stuns absorbed are applied to the invoker.
@@ -33,8 +33,8 @@
/datum/clockwork_scripture/create_object/vitality_matrix
descname = "Trap, Damage to Healing"
name = "Vitality Matrix"
desc = "Places a sigil that drains life from any living non-Servants that cross it. Servants that cross it, however, will be healed based on how much Vitality all \
Matrices have drained from non-Servants. Dead Servants can be revived by this sigil if there is vitality equal to the target Servant's non-oxygen damage."
desc = "Places a sigil that drains life from any living non-Servants that cross it, producing Vitality. Servants that cross it, however, will be healed using existing Vitality. \
Dead Servants can be revived by this sigil at a cost of 150 Vitality."
invocations = list("Divinity...", "...steal their life...", "...for these shells!")
channel_time = 60
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 2)
@@ -206,13 +206,12 @@
/datum/clockwork_scripture/function_call
descname = "Permanent Summonable Spear"
name = "Function Call"
desc = "Grants the invoker the ability to call forth a powerful Ratvarian spear every three minutes. The spear will deal significant damage to Nar-Sie's dogs and silicon lifeforms, but will \
vanish three minutes after being summoned."
desc = "Grants the invoker the ability to call forth a powerful Ratvarian spear every 3 minutes, with it lasting 3 minutes. The spear's attacks will generate Vitality, used for healing."
invocations = list("Grant me...", "...the might of brass!")
channel_time = 20
consumed_components = list(REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 1)
whispered = TRUE
usage_tip = "You can impale human targets with the spear by pulling them, then attacking. Throwing the spear at a mob will do massive damage and knock them down, but break the spear."
usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear."
tier = SCRIPTURE_SCRIPT
primary_component = REPLICANT_ALLOY
sort_priority = 8
@@ -306,50 +305,3 @@
portal_uses = max(portal_uses, 100) //Very powerful if Ratvar has been summoned
duration = max(duration, 100)
return slab.procure_gateway(invoker, duration, portal_uses)
//Volt Blaster: Channeled for up to five times over ten seconds to fire up to five rays of energy at target locations.
/datum/clockwork_scripture/channeled/volt_blaster
descname = "Channeled, Targeted Energy Blasts"
name = "Volt Blaster"
desc = "Allows you to fire five energy rays at target locations. Channeled every fourth of a second for a maximum of ten seconds."
channel_time = 30
invocations = list("Amperage...", "...grant me your power!")
chant_invocations = list("Use charge to kill!", "Slay with power!", "Hunt with energy!")
chant_amount = 5
chant_interval = 4
consumed_components = list(GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
usage_tip = "Though it requires you to stand still, this scripture can do massive damage."
tier = SCRIPTURE_SCRIPT
primary_component = HIEROPHANT_ANSIBLE
sort_priority = 10
quickbind = TRUE
quickbind_desc = "Allows you to fire energy rays at target locations.<br><b>Maximum 5 chants.</b>"
var/static/list/nzcrentr_insults = list("You're not very good at aiming.", "You hunt badly.", "What a waste of energy.", "Almost funny to watch.",
"Boss says </span><span class='heavy_brass'>\"Click something, you idiot!\"</span><span class='nzcrentr'>.", "Stop wasting components if you can't aim.")
/datum/clockwork_scripture/channeled/volt_blaster/chant_effects(chant_number)
slab.busy = null
var/datum/clockwork_scripture/ranged_ability/volt_ray/ray = new
ray.slab = slab
ray.invoker = invoker
var/turf/T = get_turf(invoker)
if(!ray.run_scripture() && slab && invoker)
if(can_recite() && T == get_turf(invoker))
to_chat(invoker, "<span class='nzcrentr'>\"[text2ratvar(pick(nzcrentr_insults))]\"</span>")
else
return FALSE
return TRUE
/obj/effect/ebeam/volt_ray
name = "volt_ray"
layer = LYING_MOB_LAYER
/datum/clockwork_scripture/ranged_ability/volt_ray
name = "Volt Ray"
slab_overlay = "volt"
allow_mobility = FALSE
ranged_type = /obj/effect/proc_holder/slab/volt
ranged_message = "<span class='nzcrentr_small'><i>You charge the clockwork slab with shocking might.</i>\n\
<b>Left-click a target to fire, quickly!</b></span>"
timeout_time = 20
@@ -78,56 +78,6 @@
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/temp_visual/ratvar/volt_hit
name = "volt blast"
layer = ABOVE_MOB_LAYER
duration = 8
icon_state = "volt_hit"
light_range = 1.5
light_power = 2
light_color = LIGHT_COLOR_ORANGE
var/mob/user
var/damage = 25
/obj/effect/temp_visual/ratvar/volt_hit/Initialize(mapload, caster)
. = ..()
user = caster
if(user)
var/matrix/M = new
M.Turn(Get_Angle(src, user))
transform = M
INVOKE_ASYNC(src, .proc/volthit)
/obj/effect/temp_visual/ratvar/volt_hit/proc/volthit()
if(user)
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
var/hit_amount = 0
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
if(is_servant_of_ratvar(L))
continue
var/obj/item/I = L.null_rod_check()
if(I)
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
add_logs(user, L, "struck with a volt blast")
hit_amount++
for(var/obj/mecha/M in T)
if(M.occupant)
if(is_servant_of_ratvar(M.occupant))
continue
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
M.take_damage(damage, BURN, 0, 0)
hit_amount++
if(hit_amount)
playsound(src, 'sound/machines/defib_zap.ogg', damage*hit_amount, 1, -1)
else
playsound(src, "sparks", 50, 1)
/obj/effect/temp_visual/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
+1 -2
View File
@@ -157,7 +157,7 @@ As a Cultist, you can create an army of manifested goons using a combination of
As a Cultist or Servant, check the alert in the upper-right of your screen for all the details about your cult's current status and objective.
As a Servant, your Clockwork Slab fits in pockets and does not need to be held to communicate with other Servants.
As a Servant, remember that while the selection of scripture and tools Servant cyborgs get is limited, it is still extremely useful, and some of it is unique; for example, engineering and janitor cyborgs get a proselytizer that can use their own power in addition to its own.
As a Servant, the Judicial Visor is an effective defensive combat tool in small spaces, as it stuns and mutes anyone still on it after 3 seconds. It is also useful for stunning already-stunned enemies for long enough to convert them or finish them off.
As a Servant, the Judicial Visor is an effective defensive combat tool in small spaces, as it immediately slows and briefly knocks down enemies hit while giving them incentive to avoid staying in the hit area.
As a Servant, making, and protecting, Tinkerer's Caches is extremely important, as caches are required to unlock scripture and share components.
As a Servant, Ocular Wardens, while fragile, do very high, rapid damage to a target non-Servant that can see them and will even attack mechs that contain heretics. Place them behind objects that don't block vision to get the most use out of them.
As a Servant, Clockwork Structures that require power will draw power from the APC if they cannot find a different source of power, and most power-using Structures will rapidly drain the APC.
@@ -171,7 +171,6 @@ As a Servant, you can deconstruct a Clockwork Wall with a Replica Fabricator to
As a Servant, Fellowship Armory invokes much faster for each nearby servant and attempts to provide each affected servant with powerful armor against melee, bullet, and bomb attacks. The gauntlets provided are also immune to elecricity.
As a Servant, Spatial Gateway can teleport to any living Servant or Clockwork Obelisk, and gains additional uses and duration for each Servant assisting in the invocation.
As a Servant, creating and activating the Gateway to the Celestial Derelict is your ultimate goal, and you must defend it with all the tools you have available.
As a Servant, you can impale human targets with a Ratvarian Spear by pulling them, then attacking them. This does massive damage and stuns them, and should effectively win the fight.
As a Servant, Sentinel's Compromise can instantly return you or another Servant to a fighting state by converting half of all their brute, burn, and oxygen damage to toxin, effectively halving the damage they have. Clockwork Floors will also rapidly heal toxin damage in Servants, allowing the Compromise more effectiveness.
As a Servant, Belligerent and Taunting Tirade are extremely powerful for disabling and disrupting large groups of enemies, though they render you somewhat vulnerable, as Belligerent requires that you stand still, and Taunting Tirade makes you extremely obvious.
As a Servant, you can unwrench Clockwork Structures to move them around.