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Bubberstation/code/game/gamemodes/clock_cult/clock_scriptures/scripture_applications.dm
2016-11-01 15:05:27 -04:00

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// APPLICATIONS //
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//Sigil of Accession: Creates a sigil of accession, which is like a sigil of submission, but can convert any number of non-implanted targets and up to one implanted target.
/datum/clockwork_scripture/create_object/sigil_of_accession
descname = "Permenant Conversion Trap"
name = "Sigil of Accession"
desc = "Places a luminous sigil much like a Sigil of Submission, but it will remain even after successfully converting a non-implanted target. \
It will penetrate mindshield implants once before disappearing."
invocations = list("Divinity, enslave...", "...all who trespass here!")
channel_time = 70
required_components = list(BELLIGERENT_EYE = 3, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(BELLIGERENT_EYE = 2, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/submission/accession
prevent_path = /obj/effect/clockwork/sigil/submission
creator_message = "<span class='brass'>A luminous sigil appears below you. All non-servants to cross it will be enslaved after a brief time if they do not move.</span>"
usage_tip = "It will remain after converting a target, unless that target has a mindshield implant, which it will break to convert them, but consume itself in the process."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 1
//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
/datum/clockwork_scripture/create_object/vitality_matrix
descname = "Damage Trap"
name = "Vitality Matrix"
desc = "Scribes a sigil beneath the invoker which drains life from any living non-servants that cross it. Servants that cross it, however, will be healed based on how much it drained from non-servants. \
Dead servants can be revived by this sigil if it has enough stored vitality."
invocations = list("Divinity...", "...steal their life...", "...for these shells!")
channel_time = 70
required_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 3, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 2, HIEROPHANT_ANSIBLE = 1)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/vitality
creator_message = "<span class='brass'>A vitality matrix appears below you. It will drain life from non-servants and heal servants that cross it.</span>"
usage_tip = "To revive a servant, the sigil must have 20 vitality plus the target servant's non-oxygen damage. It will still heal dead servants if it lacks the vitality to outright revive them."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 2
//Memory Allocation: Finds a willing ghost and makes them into a clockwork marauders for the invoker.
/datum/clockwork_scripture/memory_allocation
descname = "Guardian"
name = "Memory Allocation"
desc = "Allocates part of your consciousness to a Clockwork Marauder, a vigilent fighter that lives within you, able to be \
called forth by Speaking its True Name or if you become exceptionally low on health.<br>\
It gains Fatigue as it is attacked, weakening it. Marauders cannot move too far from their hosts, \
and will gain Fatigue at an increasing rate as they grow farther away. At maximum Fatigue, the marauder is forced to return to you and will be unable to manifest until its Fatigue is at zero."
invocations = list("Fright's will...", "...call forth...")
channel_time = 100
required_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 3)
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 2)
usage_tip = "Marauders are useful as personal bodyguards and frontline warriors, although they do little damage."
tier = SCRIPTURE_APPLICATION
sort_priority = 3
/datum/clockwork_scripture/memory_allocation/check_special_requirements()
for(var/mob/living/simple_animal/hostile/clockwork/marauder/M in living_mob_list)
if(M.host == invoker)
invoker << "<span class='warning'>You can only house one marauder at a time!</span>"
return FALSE
return TRUE
/datum/clockwork_scripture/memory_allocation/scripture_effects()
return create_marauder()
/datum/clockwork_scripture/memory_allocation/proc/create_marauder()
invoker.visible_message("<span class='warning'>A yellow tendril appears from [invoker]'s [slab.name] and impales itself in [invoker.p_their()] forehead!</span>", \
"<span class='heavy_brass'>A tendril flies from [slab] into your forehead. You begin waiting while it painfully rearranges your thought pattern...</span>")
invoker.notransform = TRUE //Vulnerable during the process
slab.busy = "Thought Modification in progress"
if(!do_after(invoker, 50, target = invoker))
invoker.visible_message("<span class='warning'>The tendril, covered in blood, retracts from [invoker]'s head and back into the [slab.name]!</span>", \
"<span class='heavy_brass'>Total agony overcomes you as the tendril is forced out early!</span>")
invoker.notransform = FALSE
invoker.Stun(5)
invoker.Weaken(5)
invoker.apply_damage(10, BRUTE, "head")
slab.busy = null
return FALSE
clockwork_say(invoker, text2ratvar("...the mind made..."))
invoker.notransform = FALSE
slab.busy = "Marauder Selection in progress"
if(!check_special_requirements())
return FALSE
invoker << "<span class='warning'>The tendril shivers slightly as it selects a marauder...</span>"
var/list/marauder_candidates = pollCandidates("Do you want to play as the clockwork marauder of [invoker.real_name]?", ROLE_SERVANT_OF_RATVAR, null, FALSE, 100)
if(!check_special_requirements())
return FALSE
if(!marauder_candidates.len)
invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
"<span class='warning'>The tendril was unsuccessful! Perhaps you should try again another time.</span>")
return FALSE
clockwork_say(invoker, text2ratvar("...sword and shield!"))
var/mob/dead/observer/theghost = pick(marauder_candidates)
var/mob/living/simple_animal/hostile/clockwork/marauder/M = new(invoker)
M.key = theghost.key
M.host = invoker
M << M.playstyle_string
M << "<b>Your true name is \"[M.true_name]\". You can change this <i>once</i> by using the Change True Name verb in your Marauder tab.</b>"
add_servant_of_ratvar(M, TRUE)
invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
"<span class='heavy_brass'>The procedure was successful! [M.true_name], a clockwork marauder, has taken up residence in your mind. Communicate with it via the \"Linked Minds\" ability in the \
Clockwork tab.</span>")
invoker.verbs += /mob/living/proc/talk_with_marauder
return TRUE
//Anima Fragment: Creates an empty anima fragment, which produces an anima fragment that moves at extreme speed and does high damage.
/datum/clockwork_scripture/create_object/anima_fragment
descname = "Fast Soul Vessel Shell"
name = "Anima Fragment"
desc = "Creates a large shell fitted for soul vessels. Adding an active soul vessel to it results in a powerful construct with decent health, notable melee power, \
and exceptional speed, though taking damage will temporarily slow it down."
invocations = list("Call forth...", "...the soldiers of Armorer.")
channel_time = 80
required_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, REPLICANT_ALLOY = 3)
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, REPLICANT_ALLOY = 2)
object_path = /obj/structure/destructible/clockwork/shell/fragment
creator_message = "<span class='brass'>You form an anima fragment, a powerful soul vessel receptable.</span>"
observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that expands and forms into a strange shell!</span>"
usage_tip = "Useless without a soul vessel and should not be created without one."
tier = SCRIPTURE_APPLICATION
sort_priority = 4
//Sigil of Transmission: Creates a sigil of transmission that can store power for clockwork structures.
/datum/clockwork_scripture/create_object/sigil_of_transmission
descname = "Structure Battery"
name = "Sigil of Transmission"
desc = "Scribes a sigil beneath the invoker which stores power to power clockwork structures."
invocations = list("Divinity...", "...power our creations!")
channel_time = 70
required_components = list(VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 3)
consumed_components = list(VANGUARD_COGWHEEL = 1, GUVAX_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/transmission
creator_message = "<span class='brass'>A sigil silently appears below you. It will automatically power clockwork structures adjecent to it.</span>"
usage_tip = "Can be recharged by using Volt Void while standing on it."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 5
//Interdiction Lens: Creates a powerful totem that disables radios and cameras and drains power into nearby sigils of transmission.
/datum/clockwork_scripture/create_object/interdiction_lens
descname = "Structure, Disables Machinery"
name = "Interdiction Lens"
desc = "Creates a clockwork totem that sabotages nearby machinery and funnels drained power into nearby Sigils of Transmission or the area's APC."
invocations = list("May this totem...", "...shroud the false suns!")
channel_time = 80
required_components = list(BELLIGERENT_EYE = 4, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(BELLIGERENT_EYE = 3, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
object_path = /obj/structure/destructible/clockwork/powered/interdiction_lens
creator_message = "<span class='brass'>You form an interdiction lens, which disrupts cameras and radios and drains power.</span>"
observer_message = "<span class='warning'>A brass totem rises from the ground, a purple gem appearing in its center!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "If it fails to funnel power into a nearby Sigil of Transmission or the area's APC and fails to disable even one thing, it will disable itself for two minutes."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 6
//Mending Motor: Creates a prism that will quickly heal mechanical servants/clockwork structures and consume power or replicant alloy.
/datum/clockwork_scripture/create_object/mending_motor
descname = "Structure, Repairs Other Structures"
name = "Mending Motor"
desc = "Creates a mechanized prism that will rapidly repair damage to clockwork creatures, converted cyborgs, and clockwork structures. Requires replicant alloy or power to function."
invocations = list("May this prism...", "...mend our dents and scratches!")
channel_time = 80
required_components = list(VANGUARD_COGWHEEL = 4, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 1)
consumed_components = list(VANGUARD_COGWHEEL = 3, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 1)
object_path = /obj/structure/destructible/clockwork/powered/mending_motor/prefilled
creator_message = "<span class='brass'>You form a mending motor, which will consume power or replicant alloy to mend the wounds of mechanized servants.</span>"
observer_message = "<span class='warning'>An onyx prism forms in midair and sprouts tendrils to support itself!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "Powerful healing but power use is very inefficient, and its alloy use is little better."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 7
//Mania Motor: Creates a malevolent transmitter that will broadcast the whispers of Sevtug into the minds of nearby nonservants, causing a variety of mental effects at a power cost.
/datum/clockwork_scripture/create_object/mania_motor
descname = "Structure, Area Denial"
name = "Mania Motor"
desc = "Creates a mania motor which will cause brain damage and hallucinations in nearby non-servant humans. It will also try to convert humans directly adjecent to the motor."
invocations = list("May this transmitter...", "...break the will of all who oppose us!")
channel_time = 80
required_components = list(GUVAX_CAPACITOR = 4, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
consumed_components = list(GUVAX_CAPACITOR = 3, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
object_path = /obj/structure/destructible/clockwork/powered/mania_motor
creator_message = "<span class='brass'>You form a mania motor which will cause brain damage and hallucinations in nearby humans while active.</span>"
observer_message = "<span class='warning'>A two-pronged machine rises from the ground!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "Eligible human servants next to the motor will be converted at an additional power cost. It will also cure hallucinations and brain damage in nearby servants."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 8
//Tinkerer's Daemon: Creates an efficient machine that rapidly produces components at a power cost.
/datum/clockwork_scripture/create_object/tinkerers_daemon
descname = "Structure, Component Generator"
name = "Tinkerer's Daemon"
desc = "Creates a tinkerer's daemon which can rapidly collect components. It will only function if it has sufficient power, is outnumbered by servants by a ratio of 5:1, and there is at least one existing cache."
invocations = list("May this generator...", "...collect Engine parts that yet hold greatness!")
channel_time = 80
required_components = list(BELLIGERENT_EYE = 1, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 4)
consumed_components = list(BELLIGERENT_EYE = 1, GUVAX_CAPACITOR = 1, REPLICANT_ALLOY = 3)
object_path = /obj/structure/destructible/clockwork/powered/tinkerers_daemon
creator_message = "<span class='brass'>You form a tinkerer's daemon which can rapidly collect components at a power cost.</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "Vital to your success!"
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 9
/datum/clockwork_scripture/create_object/tinkerers_daemon/check_special_requirements()
var/servants = 0
for(var/mob/living/L in living_mob_list)
if(is_servant_of_ratvar(L))
servants++
if(servants * 0.2 < clockwork_daemons)
invoker << "<span class='nezbere'>\"Daemons are already disabled, making more of them would be a waste.\"</span>"
return FALSE
if(servants * 0.2 < clockwork_daemons+1)
invoker << "<span class='nezbere'>\"This daemon would be useless, friend.\"</span>"
return FALSE
return ..()
//Clockwork Obelisk: Creates a powerful obelisk that can be used to broadcast messages or open a gateway to any servant or clockwork obelisk at a power cost.
/datum/clockwork_scripture/create_object/clockwork_obelisk
descname = "Structure, Teleportation Hub"
name = "Clockwork Obelisk"
desc = "Creates a clockwork obelisk that can broadcast messages over the Hierophant Network or open a Spatial Gateway to any living servant or clockwork obelisk."
invocations = list("May this obelisk...", "...take us to all places!")
channel_time = 80
required_components = list(VANGUARD_COGWHEEL = 1, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 4)
consumed_components = list(VANGUARD_COGWHEEL = 1, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 3)
object_path = /obj/structure/destructible/clockwork/powered/clockwork_obelisk
creator_message = "<span class='brass'>You form a clockwork obelisk which can broadcast messages or produce Spatial Gateways.</span>"
observer_message = "<span class='warning'>A brass obelisk appears handing in midair!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "Producing a gateway has a high power cost. Gateways to or between clockwork obelisks recieve double duration and uses."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
sort_priority = 10