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Bubberstation/code/game/gamemodes/clock_cult/clock_scriptures/scripture_drivers.dm
phil235 e5a079b982 Fixes merge conflict stuff.
Readds the lines about coloring hairs and mutant parts in revblight (even though they're no longer needed, but it's a reminder that the color change is a trick and we need to replace it with a proper forced limb coloring like it used to).
2016-10-31 20:19:15 +01:00

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/////////////
// DRIVERS //
/////////////
//Belligerent: Channeled for up to fifteen times over thirty seconds. Forces non-servants that can hear the chant to walk, doing minor damage. Nar-Sian cultists are burned.
/datum/clockwork_scripture/channeled/belligerent
descname = "Channeled, Area Slowdown"
name = "Belligerent"
desc = "Forces all nearby non-servants to walk rather than run, doing minor damage. Chanted every two seconds for up to thirty seconds."
chant_invocations = list("Punish their blindness!", "Take time, make slow!")
chant_amount = 15
chant_interval = 20
channel_time = 20
required_components = list(BELLIGERENT_EYE = 1)
usage_tip = "Useful for crowd control in a populated area and disrupting mass movement."
tier = SCRIPTURE_DRIVER
sort_priority = 1
var/noncultist_damage = 2 //damage per chant to noncultists
var/cultist_damage = 8 //damage per chant to non-walking cultists
/datum/clockwork_scripture/channeled/belligerent/chant_effects(chant_number)
for(var/mob/living/carbon/C in hearers(7, invoker))
var/number_legs = C.get_num_legs()
if(!is_servant_of_ratvar(C) && !C.null_rod_check() && number_legs) //you have legs right
C.apply_damage(noncultist_damage * 0.5, BURN, "l_leg")
C.apply_damage(noncultist_damage * 0.5, BURN, "r_leg")
if(C.m_intent != "walk")
if(!iscultist(C))
C << "<span class='warning'>Your leg[number_legs > 1 ? "s shiver":" shivers"] with pain!</span>"
else //Cultists take extra burn damage
C << "<span class='warning'>Your leg[number_legs > 1 ? "s burn":" burns"] with pain!</span>"
C.apply_damage(cultist_damage * 0.5, BURN, "l_leg")
C.apply_damage(cultist_damage * 0.5, BURN, "r_leg")
C.m_intent = "walk"
//Judicial Visor: Creates a judicial visor, which can smite an area.
/datum/clockwork_scripture/create_object/judicial_visor
descname = "Delayed Area Stun Glasses"
name = "Judicial Visor"
desc = "Forms a visor that, when worn, will grant the ability to smite an area, stunning, muting, and damaging the nonfaithful. \
Cultists of Nar-Sie will be set on fire, though they will be stunned for half the time."
invocations = list("Grant me the flames of Engine!")
channel_time = 10
required_components = list(BELLIGERENT_EYE = 2)
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."
tier = SCRIPTURE_DRIVER
space_allowed = TRUE
sort_priority = 2
//Vanguard: Provides twenty seconds of stun immunity. At the end of the twenty seconds, 25% of all stuns absorbed are applied to the invoker.
/datum/clockwork_scripture/vanguard
descname = "Self Stun Immunity"
name = "Vanguard"
desc = "Provides twenty seconds of stun immunity. At the end of the twenty seconds, the invoker is stunned for the equivalent of 25% of all stuns they absorbed. \
Excessive absorption will cause unconsciousness."
invocations = list("Shield me...", "...from darkness!")
channel_time = 30
required_components = list(VANGUARD_COGWHEEL = 1)
usage_tip = "You cannot reactivate Vanguard while still shielded by it."
tier = SCRIPTURE_DRIVER
sort_priority = 3
/datum/clockwork_scripture/vanguard/check_special_requirements()
if(islist(invoker.stun_absorption) && invoker.stun_absorption["vanguard"] && invoker.stun_absorption["vanguard"]["end_time"] > world.time)
invoker << "<span class='warning'>You are already shielded by a Vanguard!</span>"
return FALSE
return TRUE
/datum/clockwork_scripture/vanguard/scripture_effects()
invoker.apply_status_effect(STATUS_EFFECT_VANGUARD)
return TRUE
//Sentinel's Compromise: Allows the invoker to select a nearby servant and convert their brute and burn damage into half as much toxin damage.
/datum/clockwork_scripture/ranged_ability/sentinels_compromise
descname = "Convert Brute/Burn to Half Toxin"
name = "Sentinel's Compromise"
desc = "Charges your slab with healing power, allowing you to convert all of a target Servant's brute and burn damage to half as much toxin damage."
invocations = list("Mend the wounds of...", "...my inferior flesh.")
channel_time = 30
required_components = list(VANGUARD_COGWHEEL = 2)
consumed_components = list(VANGUARD_COGWHEEL = 1)
usage_tip = "The Compromise is very fast to invoke, and will remove holy water from the target Servant."
tier = SCRIPTURE_DRIVER
sort_priority = 4
slab_icon = "compromise"
ranged_type = /obj/effect/proc_holder/slab/compromise
ranged_message = "<span class='inathneq_small'><i>You charge the clockwork slab with healing power.</i>\n\
<b>Left-click a fellow Servant or yourself to heal!\n\
Click your slab to cancel.</b></span>"
//Guvax: Grants a short-range binding that will immediately start chanting on binding a valid target.
/datum/clockwork_scripture/ranged_ability/guvax_prep
descname = "Convert Attack"
name = "Guvax"
desc = "Charges your slab with divine energy, allowing you to bind a nearby heretic for conversion. This is very obvious and will make your slab visible in-hand."
invocations = list("Divinity, grant me strength...", "...to enlighten the heathen!")
whispered = TRUE
channel_time = 20
required_components = list(GUVAX_CAPACITOR = 1)
usage_tip = "Is melee range and does not penetrate mindshield implants. Much more efficient than a Sigil of Submission at low Servant amounts."
tier = SCRIPTURE_DRIVER
sort_priority = 5
slab_icon = "guvax"
ranged_type = /obj/effect/proc_holder/slab/guvax
ranged_message = "<span class='sevtug_small'><i>You charge the clockwork slab with divine energy.</i>\n\
<b>Left-click a target within melee range to convert!\n\
Click your slab to cancel.</b></span>"
timeout_time = 100
/datum/clockwork_scripture/ranged_ability/guvax_prep/run_scripture()
var/servants = 0
for(var/mob/living/M in living_mob_list)
if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
servants++
if(servants > 5)
whispered = FALSE
return ..()
//The scripture that does the converting.
/datum/clockwork_scripture/guvax
name = "Guvax Conversion"
invocations = list("Enlighten this heathen!", "All are insects before Engine!", "Purge all untruths and honor Engine.")
channel_time = 50
tier = SCRIPTURE_PERIPHERAL
var/mob/living/target
var/obj/structure/destructible/clockwork/guvax_binding/binding
/datum/clockwork_scripture/guvax/Destroy()
qdel(binding)
return ..()
/datum/clockwork_scripture/guvax/can_recite()
if(!target)
return FALSE
return ..()
/datum/clockwork_scripture/guvax/run_scripture()
var/servants = 0
for(var/mob/living/M in living_mob_list)
if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
servants++
if(servants > 5)
servants -= 5
channel_time = min(channel_time + servants*5, 100)
if(target.buckled)
target.buckled.unbuckle_mob(target, TRUE)
binding = new(get_turf(target))
binding.setDir(target.dir)
binding.buckle_mob(target, TRUE)
return ..()
/datum/clockwork_scripture/guvax/check_special_requirements()
return target && binding && target.buckled == binding && !is_servant_of_ratvar(target) && target.stat != DEAD
/datum/clockwork_scripture/guvax/scripture_effects()
return add_servant_of_ratvar(target)
//Taunting Tirade: Channeled for up to five times over thirty seconds. Confuses non-servants that can hear it and allows movement for a brief time after each chant.
/datum/clockwork_scripture/channeled/taunting_tirade
descname = "Channeled, Mobile Area Confusion"
name = "Taunting Tirade"
desc = "Weakens, confuses and dizzies all nearby non-servants with a short invocation, then allows movement for five seconds. Chanted every second for up to thirty seconds."
chant_invocations = list("Hostiles on my back!", "Enemies on my trail!", "Gonna try and shake my tail.", "Bogeys on my six!")
chant_amount = 5
chant_interval = 10
required_components = list(GUVAX_CAPACITOR = 2)
consumed_components = list(GUVAX_CAPACITOR = 1)
usage_tip = "Useful for fleeing attackers, as few will be able to follow someone using this scripture."
tier = SCRIPTURE_DRIVER
sort_priority = 6
var/flee_time = 47 //allow fleeing for 5 seconds
var/grace_period = 3 //very short grace period so you don't have to stop immediately
var/datum/progressbar/progbar
/datum/clockwork_scripture/channeled/taunting_tirade/chant_effects(chant_number)
for(var/mob/living/L in hearers(7, invoker))
if(!is_servant_of_ratvar(L) && !L.null_rod_check())
L.confused = min(L.confused + 20, 100)
L.dizziness = min(L.dizziness + 20, 100)
L.Weaken(1)
invoker.visible_message("<span class='warning'>[invoker] is suddenly covered with a thin layer of dark purple smoke!</span>")
var/invoker_old_color = invoker.color
invoker.color = "#AF0AAF"
animate(invoker, color = invoker_old_color, time = flee_time+grace_period)
addtimer(invoker, "update_atom_colour", flee_time+grace_period)
if(chant_number != chant_amount) //if this is the last chant, we don't have a movement period because the chant is over
var/endtime = world.time + flee_time
var/starttime = world.time
progbar = new(invoker, flee_time, invoker)
progbar.bar.color = "#AF0AAF"
animate(progbar.bar, color = initial(progbar.bar.color), time = flee_time+grace_period)
while(world.time < endtime)
sleep(1)
progbar.update(world.time - starttime)
qdel(progbar)
sleep(grace_period)
/datum/clockwork_scripture/channeled/taunting_tirade/chant_end_effects()
qdel(progbar)
//Replicant: Creates a new clockwork slab. Doesn't use create_object because of its unique behavior.
/datum/clockwork_scripture/replicant
descname = "New Clockwork Slab"
name = "Replicant"
desc = "Creates a new clockwork slab."
invocations = list("Metal, become greater!")
channel_time = 10
required_components = list(REPLICANT_ALLOY = 1)
whispered = TRUE
usage_tip = "This is inefficient as a way to produce components, as the slab produced must be held by someone with no other slabs to produce components."
tier = SCRIPTURE_DRIVER
sort_priority = 7
/datum/clockwork_scripture/replicant/scripture_effects()
invoker << "<span class='brass'>You copy a piece of replicant alloy and command it into a new slab.</span>" //No visible message, for stealth purposes
var/obj/item/clockwork/slab/S = new(get_turf(invoker))
invoker.put_in_hands(S) //Put it in your hands if possible
return TRUE
//Tinkerer's Cache: Creates a tinkerer's cache, allowing global component storage.
/datum/clockwork_scripture/create_object/tinkerers_cache
descname = "Necessary, Shares Components"
name = "Tinkerer's Cache"
desc = "Forms a cache that can store an infinite amount of components. All caches are linked and will provide components to slabs."
invocations = list("Constructing...", "...a cache!")
channel_time = 50
required_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 0)
consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GUVAX_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
object_path = /obj/structure/destructible/clockwork/cache
creator_message = "<span class='brass'>You form a tinkerer's cache, which is capable of storing components, which will automatically be used by slabs.</span>"
observer_message = "<span class='warning'>A hollow brass spire rises and begins to blaze!</span>"
usage_tip = "Slabs will draw components from the global cache after the slab's own repositories, making caches very efficient."
tier = SCRIPTURE_DRIVER
one_per_tile = TRUE
sort_priority = 8
/datum/clockwork_scripture/create_object/tinkerers_cache/New()
var/cache_cost_increase = min(round(clockwork_caches*0.2), 5)
for(var/i in required_components)
if(i != REPLICANT_ALLOY)
required_components[i] += cache_cost_increase
for(var/i in consumed_components)
if(i != REPLICANT_ALLOY)
consumed_components[i] += cache_cost_increase
return ..()
//Wraith Spectacles: Creates a pair of wraith spectacles, which grant xray vision but damage vision slowly.
/datum/clockwork_scripture/create_object/wraith_spectacles
descname = "Xray Vision Glasses"
name = "Wraith Spectacles"
desc = "Fabricates a pair of glasses that provides true sight but quickly damage vision, eventually causing blindness if worn for too long."
invocations = list("Show the truth of this world to me!")
channel_time = 10
required_components = list(HIEROPHANT_ANSIBLE = 1)
whispered = TRUE
object_path = /obj/item/clothing/glasses/wraith_spectacles
creator_message = "<span class='brass'>You form a pair of wraith spectacles, which will grant true sight when worn.</span>"
usage_tip = "\"True sight\" means that you are able to see through walls and in darkness."
tier = SCRIPTURE_DRIVER
space_allowed = TRUE
sort_priority = 9
//Sigil of Transgression: Creates a sigil of transgression, which stuns the first nonservant to cross it.
/datum/clockwork_scripture/create_object/sigil_of_transgression
descname = "Stun Trap"
name = "Sigil of Transgression"
desc = "Wards a tile with a sigil. The next person to cross the sigil will be smitten and unable to move. Nar-Sian cultists are stunned altogether."
invocations = list("Divinity, dazzle...", "...those who tresspass here!")
channel_time = 50
required_components = list(HIEROPHANT_ANSIBLE = 2)
consumed_components = list(HIEROPHANT_ANSIBLE = 1)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/transgression
creator_message = "<span class='brass'>A sigil silently appears below you. The next non-servant to cross it will be immobilized.</span>"
usage_tip = "The sigil, while fairly powerful in its stun, does not induce muteness in its victim."
tier = SCRIPTURE_DRIVER
one_per_tile = TRUE
sort_priority = 10