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Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years.
458 lines
19 KiB
Plaintext
458 lines
19 KiB
Plaintext
/datum/religion_rites
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/// name of the religious rite
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var/name = "religious rite"
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/// Description of the religious rite
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var/desc = "immm gonna rooon"
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/// length it takes to complete the ritual
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var/ritual_length = (10 SECONDS) //total length it'll take
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/// list of invocations said (strings) throughout the rite
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var/list/ritual_invocations //strings that are by default said evenly throughout the rite
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/// message when you invoke
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var/invoke_msg
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var/favor_cost = 0
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/// does the altar auto-delete the rite
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var/auto_delete = TRUE
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/datum/religion_rites/New()
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. = ..()
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if(!GLOB?.religious_sect)
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return
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LAZYADD(GLOB.religious_sect.active_rites, src)
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/datum/religion_rites/Destroy()
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if(!GLOB?.religious_sect)
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return
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LAZYREMOVE(GLOB.religious_sect.active_rites, src)
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return ..()
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/datum/religion_rites/proc/can_afford(mob/living/user)
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if(GLOB.religious_sect?.favor < favor_cost)
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to_chat(user, span_warning("This rite requires more favor!"))
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return FALSE
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return TRUE
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///Called to perform the invocation of the rite, with args being the performer and the altar where it's being performed. Maybe you want it to check for something else?
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/datum/religion_rites/proc/perform_rite(mob/living/user, atom/religious_tool)
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if(!can_afford(user))
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return FALSE
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to_chat(user, span_notice("You begin to perform the rite of [name]..."))
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if(!ritual_invocations)
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if(do_after(user, ritual_length))
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return TRUE
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return FALSE
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var/first_invoke = TRUE
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for(var/i in ritual_invocations)
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if(first_invoke) //instant invoke
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user.say(i)
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first_invoke = FALSE
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continue
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if(!length(ritual_invocations)) //we divide so we gotta protect
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return FALSE
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if(!do_after(user, ritual_length/length(ritual_invocations)))
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return FALSE
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user.say(i)
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if(!do_after(user, ritual_length/length(ritual_invocations))) //because we start at 0 and not the first fraction in invocations, we still have another fraction of ritual_length to complete
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return FALSE
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if(invoke_msg)
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user.say(invoke_msg)
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return TRUE
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///Does the thing if the rite was successfully performed. return value denotes that the effect successfully (IE a harm rite does harm)
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/datum/religion_rites/proc/invoke_effect(mob/living/user, atom/religious_tool)
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SHOULD_CALL_PARENT(TRUE)
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GLOB.religious_sect.on_riteuse(user,religious_tool)
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return TRUE
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/**** Mechanical God ****/
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/datum/religion_rites/synthconversion
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name = "Synthetic Conversion"
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desc = "Convert a human-esque individual into a (superior) Android. Buckle a human to convert them, otherwise it will convert you."
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ritual_length = 30 SECONDS
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ritual_invocations = list("By the inner workings of our god ...",
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"... We call upon you, in the face of adversity ...",
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"... to complete us, removing that which is undesirable ...")
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invoke_msg = "... Arise, our champion! Become that which your soul craves, live in the world as your true form!!"
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favor_cost = 1000
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/datum/religion_rites/synthconversion/perform_rite(mob/living/user, atom/religious_tool)
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if(!ismovable(religious_tool))
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to_chat(user, span_warning("This rite requires a religious device that individuals can be buckled to."))
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return FALSE
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var/atom/movable/movable_reltool = religious_tool
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if(!movable_reltool)
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return FALSE
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if(LAZYLEN(movable_reltool.buckled_mobs))
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to_chat(user, span_warning("You're going to convert the one buckled on [movable_reltool]."))
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else
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if(!movable_reltool.can_buckle) //yes, if you have somehow managed to have someone buckled to something that now cannot buckle, we will still let you perform the rite!
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to_chat(user, span_warning("This rite requires a religious device that individuals can be buckled to."))
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return FALSE
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if(isandroid(user))
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to_chat(user, span_warning("You've already converted yourself. To convert others, they must be buckled to [movable_reltool]."))
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return FALSE
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to_chat(user, span_warning("You're going to convert yourself with this ritual."))
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return ..()
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/datum/religion_rites/synthconversion/invoke_effect(mob/living/user, atom/religious_tool)
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..()
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if(!ismovable(religious_tool))
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CRASH("[name]'s perform_rite had a movable atom that has somehow turned into a non-movable!")
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var/atom/movable/movable_reltool = religious_tool
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var/mob/living/carbon/human/rite_target
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if(!movable_reltool?.buckled_mobs?.len)
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rite_target = user
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else
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for(var/buckled in movable_reltool.buckled_mobs)
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if(ishuman(buckled))
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rite_target = buckled
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break
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if(!rite_target)
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return FALSE
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rite_target.set_species(/datum/species/android)
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rite_target.visible_message(span_notice("[rite_target] has been converted by the rite of [name]!"))
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return TRUE
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/datum/religion_rites/machine_blessing
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name = "Receive Blessing"
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desc = "Receive a blessing from the machine god to further your ascension."
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ritual_length = 5 SECONDS
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ritual_invocations =list( "Let your will power our forges.",
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"...Help us in our great conquest!")
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invoke_msg = "The end of flesh is near!"
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favor_cost = 2000
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/datum/religion_rites/machine_blessing/invoke_effect(mob/living/user, atom/movable/religious_tool)
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..()
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var/altar_turf = get_turf(religious_tool)
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var/blessing = pick(
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/obj/item/organ/internal/cyberimp/arm/surgery,
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/obj/item/organ/internal/cyberimp/eyes/hud/diagnostic,
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/obj/item/organ/internal/cyberimp/eyes/hud/medical,
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/obj/item/organ/internal/cyberimp/mouth/breathing_tube,
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/obj/item/organ/internal/cyberimp/chest/thrusters,
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/obj/item/organ/internal/eyes/robotic/glow,
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)
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new blessing(altar_turf)
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return TRUE
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/*********Greedy God**********/
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///all greed rites cost money instead
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/datum/religion_rites/greed
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ritual_length = 5 SECONDS
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invoke_msg = "Sorry I was late, I was just making a shitload of money."
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var/money_cost = 0
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/datum/religion_rites/greed/can_afford(mob/living/user)
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var/datum/bank_account/account = user.get_bank_account()
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if(!account)
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to_chat(user, span_warning("You need a way to pay for the rite!"))
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return FALSE
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if(account.account_balance < money_cost)
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to_chat(user, span_warning("This rite requires more money!"))
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return FALSE
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return TRUE
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/datum/religion_rites/greed/invoke_effect(mob/living/user, atom/movable/religious_tool)
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var/datum/bank_account/account = user.get_bank_account()
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if(!account || account.account_balance < money_cost)
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to_chat(user, span_warning("This rite requires more money!"))
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return FALSE
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account.adjust_money(-money_cost, "Church Donation: Rite")
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. = ..()
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/datum/religion_rites/greed/vendatray
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name = "Purchase Vend-a-tray"
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desc = "Summons a Vend-a-tray. You can use it to sell items!"
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invoke_msg = "I need a vend-a-tray to make some more money!"
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money_cost = 300
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/datum/religion_rites/greed/vendatray/invoke_effect(mob/living/user, atom/movable/religious_tool)
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..()
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var/altar_turf = get_turf(religious_tool)
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new /obj/structure/displaycase/forsale(altar_turf)
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playsound(get_turf(religious_tool), 'sound/effects/cashregister.ogg', 60, TRUE)
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return TRUE
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/datum/religion_rites/greed/custom_vending
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name = "Purchase Personal Vending Machine"
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desc = "Summons a custom vending machine. You can use it to sell MANY items!"
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invoke_msg = "If I get a custom vending machine for my products, I can be RICH!"
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money_cost = 1000 //quite a step up from vendatray
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/datum/religion_rites/greed/custom_vending/invoke_effect(mob/living/user, atom/movable/religious_tool)
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..()
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var/altar_turf = get_turf(religious_tool)
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new /obj/machinery/vending/custom/greed(altar_turf)
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playsound(get_turf(religious_tool), 'sound/effects/cashregister.ogg', 60, TRUE)
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return TRUE
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/*********Maintenance God**********/
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/datum/religion_rites/maint_adaptation
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name = "Maintenance Adaptation"
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desc = "Begin your metamorphasis into a being more fit for Maintenance."
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ritual_length = 10 SECONDS
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ritual_invocations = list("I abandon the world ...",
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"... to become one with the deep.",
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"My form will become twisted ...")
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invoke_msg = "... but my smile I will keep!"
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favor_cost = 150 //150u of organic slurry
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/datum/religion_rites/maint_adaptation/perform_rite(mob/living/carbon/human/user, atom/religious_tool)
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if(!ishuman(user))
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return FALSE
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//uses HAS_TRAIT_FROM because junkies are also hopelessly addicted
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if(HAS_TRAIT_FROM(user, TRAIT_HOPELESSLY_ADDICTED, "maint_adaptation"))
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to_chat(user, span_warning("You've already adapted.</b>"))
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return FALSE
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return ..()
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/datum/religion_rites/maint_adaptation/invoke_effect(mob/living/user, atom/movable/religious_tool)
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..()
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to_chat(user, span_warning("You feel your genes rattled and reshaped. <b>You're becoming something new.</b>"))
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user.emote("laugh")
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ADD_TRAIT(user, TRAIT_HOPELESSLY_ADDICTED, "maint_adaptation")
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//addiction sends some nasty mood effects but we want the maint adaption to be enjoyed like a fine wine
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user.add_mood_event("maint_adaptation", /datum/mood_event/maintenance_adaptation)
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if(iscarbon(user))
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var/mob/living/carbon/vomitorium = user
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vomitorium.vomit()
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var/datum/dna/dna = vomitorium.has_dna()
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dna?.add_mutation(/datum/mutation/human/stimmed) //some fluff mutations
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dna?.add_mutation(/datum/mutation/human/strong)
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user.mind.add_addiction_points(/datum/addiction/maintenance_drugs, 1000)//ensure addiction
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/datum/religion_rites/adapted_eyes
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name = "Adapted Eyes"
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desc = "Only available after maintenance adaptation. Your eyes will adapt as well, becoming useless in the light."
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ritual_length = 10 SECONDS
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invoke_msg = "I no longer want to see the light."
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favor_cost = 300 //300u of organic slurry, i'd consider this a reward of the sect
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/datum/religion_rites/adapted_eyes/perform_rite(mob/living/carbon/human/user, atom/religious_tool)
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if(!ishuman(user))
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return FALSE
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if(!HAS_TRAIT_FROM(user, TRAIT_HOPELESSLY_ADDICTED, "maint_adaptation"))
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to_chat(user, span_warning("You need to adapt to maintenance first."))
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return FALSE
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var/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/adapted = user.get_organ_slot(ORGAN_SLOT_EYES)
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if(adapted && istype(adapted))
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to_chat(user, span_warning("Your eyes are already adapted!"))
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return FALSE
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return ..()
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/datum/religion_rites/adapted_eyes/invoke_effect(mob/living/carbon/human/user, atom/movable/religious_tool)
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..()
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var/obj/item/organ/internal/eyes/oldeyes = user.get_organ_slot(ORGAN_SLOT_EYES)
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to_chat(user, span_warning("You feel your eyes adapt to the darkness!"))
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if(oldeyes)
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oldeyes.Remove(user, special = TRUE)
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qdel(oldeyes)//eh
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var/obj/item/organ/internal/eyes/night_vision/maintenance_adapted/neweyes = new
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neweyes.Insert(user, special = TRUE)
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/datum/religion_rites/adapted_food
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name = "Moldify"
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desc = "Once adapted to the Maintenance, you will not be able to eat regular food. This should help."
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ritual_length = 5 SECONDS
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invoke_msg = "Moldify!"
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favor_cost = 5 //5u of organic slurry
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///the food that will be molded, only one per rite
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var/obj/item/food/mold_target
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/datum/religion_rites/adapted_food/perform_rite(mob/living/user, atom/religious_tool)
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for(var/obj/item/food/could_mold in get_turf(religious_tool))
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if(istype(could_mold, /obj/item/food/badrecipe/moldy))
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continue
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mold_target = could_mold //moldify this o great one
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return ..()
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to_chat(user, span_warning("You need to place food on [religious_tool] to do this!"))
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return FALSE
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/datum/religion_rites/adapted_food/invoke_effect(mob/living/user, atom/movable/religious_tool)
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..()
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var/obj/item/food/moldify = mold_target
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mold_target = null
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if(QDELETED(moldify) || !(get_turf(religious_tool) == moldify.loc)) //check if the same food is still there
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to_chat(user, span_warning("Your target left the altar!"))
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return FALSE
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to_chat(user, span_warning("[moldify] becomes rancid!"))
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user.emote("laugh")
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new /obj/item/food/badrecipe/moldy(get_turf(religious_tool))
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qdel(moldify)
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return TRUE
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/datum/religion_rites/ritual_totem
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name = "Create Ritual Totem"
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desc = "Creates a Ritual Totem, a portable tool for performing rites on the go. Requires wood. Can only be picked up by the holy."
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favor_cost = 100
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invoke_msg = "Padala!!"
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///the food that will be molded, only one per rite
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var/obj/item/stack/sheet/mineral/wood/converted
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/datum/religion_rites/ritual_totem/perform_rite(mob/living/user, atom/religious_tool)
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for(var/obj/item/stack/sheet/mineral/wood/could_totem in get_turf(religious_tool))
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converted = could_totem //totemify this o great one
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return ..()
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to_chat(user, span_warning("You need at least 1 wood to do this!"))
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return FALSE
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/datum/religion_rites/ritual_totem/invoke_effect(mob/living/user, atom/movable/religious_tool)
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..()
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var/altar_turf = get_turf(religious_tool)
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var/obj/item/stack/sheet/mineral/wood/padala = converted
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converted = null
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if(QDELETED(padala) || !(get_turf(religious_tool) == padala.loc)) //check if the same food is still there
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to_chat(user, span_warning("Your target left the altar!"))
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return FALSE
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to_chat(user, span_warning("[padala] reshapes into a totem!"))
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if(!padala.use(1))//use one wood
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return
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user.emote("laugh")
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new /obj/item/ritual_totem(altar_turf)
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return TRUE
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///sparring god rites
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/datum/religion_rites/sparring_contract
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name = "Summon Sparring Contract"
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desc = "Turns some paper into a sparring contract."
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invoke_msg = "I will train in the name of my god."
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///paper to turn into a sparring contract
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var/obj/item/paper/contract_target
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/datum/religion_rites/sparring_contract/perform_rite(mob/living/user, atom/religious_tool)
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for(var/obj/item/paper/could_contract in get_turf(religious_tool))
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if(could_contract.get_total_length()) //blank paper pls
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continue
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contract_target = could_contract
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return ..()
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to_chat(user, span_warning("You need to place blank paper on [religious_tool] to do this!"))
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return FALSE
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/datum/religion_rites/sparring_contract/invoke_effect(mob/living/user, atom/movable/religious_tool)
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..()
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var/obj/item/paper/blank_paper = contract_target
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var/turf/tool_turf = get_turf(religious_tool)
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contract_target = null
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if(QDELETED(blank_paper) || !(tool_turf == blank_paper.loc)) //check if the same paper is still there
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to_chat(user, span_warning("Your target left the altar!"))
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return FALSE
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blank_paper.visible_message(span_notice("words magically form on [blank_paper]!"))
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playsound(tool_turf, 'sound/effects/pray.ogg', 50, TRUE)
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var/datum/religion_sect/spar/sect = GLOB.religious_sect
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if(sect.existing_contract)
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sect.existing_contract.visible_message(span_warning("[src] fizzles into nothing!"))
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qdel(sect.existing_contract)
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sect.existing_contract = new /obj/item/sparring_contract(tool_turf)
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qdel(blank_paper)
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return TRUE
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/datum/religion_rites/declare_arena
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name = "Declare Arena"
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desc = "Declare a new area as fit for sparring. You'll be able to select it in contracts."
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ritual_length = 6 SECONDS
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ritual_invocations = list("I seek new horizons ...")
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invoke_msg = "... may my climb be steep."
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favor_cost = 1 //only costs one holy battle for a new area
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var/area/area_instance
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/datum/religion_rites/declare_arena/perform_rite(mob/living/user, atom/religious_tool)
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var/list/filtered = list()
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for(var/area/unfiltered_area as anything in get_sorted_areas())
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if(istype(unfiltered_area, /area/centcom)) //youuu dont need thaaat
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continue
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if(!(unfiltered_area.area_flags & HIDDEN_AREA))
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filtered += unfiltered_area
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area_instance = tgui_input_list(user, "Choose an area to mark as an arena!", "Arena Declaration", filtered)
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if(isnull(area_instance))
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return FALSE
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. = ..()
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/datum/religion_rites/declare_arena/invoke_effect(mob/living/user, atom/movable/religious_tool)
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. = ..()
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var/datum/religion_sect/spar/sect = GLOB.religious_sect
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sect.arenas[area_instance.name] = area_instance.type
|
|
to_chat(user, span_warning("[area_instance] is a now an option to select on sparring contracts."))
|
|
|
|
/datum/religion_rites/ceremonial_weapon
|
|
name = "Forge Ceremonial Gear"
|
|
desc = "Turn some material into ceremonial gear. Ceremonial blades are weak outside of sparring, and are quite heavy to lug around."
|
|
ritual_length = 10 SECONDS
|
|
invoke_msg = "Weapons in your name! Battles with your blood!"
|
|
favor_cost = 0
|
|
///the material that will be attempted to be forged into a weapon
|
|
var/obj/item/stack/sheet/converted
|
|
|
|
/datum/religion_rites/ceremonial_weapon/perform_rite(mob/living/user, atom/religious_tool)
|
|
for(var/obj/item/stack/sheet/could_blade in get_turf(religious_tool))
|
|
if(!(GET_MATERIAL_REF(could_blade.material_type) in SSmaterials.materials_by_category[MAT_CATEGORY_ITEM_MATERIAL]))
|
|
continue
|
|
if(could_blade.amount < 5)
|
|
continue
|
|
converted = could_blade
|
|
return ..()
|
|
to_chat(user, span_warning("You need at least 5 sheets of a material that can be made into items!"))
|
|
return FALSE
|
|
|
|
/datum/religion_rites/ceremonial_weapon/invoke_effect(mob/living/user, atom/movable/religious_tool)
|
|
..()
|
|
var/altar_turf = get_turf(religious_tool)
|
|
var/obj/item/stack/sheet/used_for_blade = converted
|
|
converted = null
|
|
if(QDELETED(used_for_blade) || !(get_turf(religious_tool) == used_for_blade.loc) || used_for_blade.amount < 5) //check if the same food is still there
|
|
to_chat(user, span_warning("Your target left the altar!"))
|
|
return FALSE
|
|
var/material_used = used_for_blade.material_type
|
|
to_chat(user, span_warning("[used_for_blade] reshapes into a ceremonial blade!"))
|
|
if(!used_for_blade.use(5))//use 5 of the material
|
|
return
|
|
var/obj/item/ceremonial_blade/blade = new(altar_turf)
|
|
blade.set_custom_materials(list(GET_MATERIAL_REF(material_used) = SHEET_MATERIAL_AMOUNT * 5))
|
|
return TRUE
|
|
|
|
/datum/religion_rites/unbreakable
|
|
name = "Become Unbreakable"
|
|
desc = "Your training has made you unbreakable. In times of crisis, you will attempt to keep fighting on."
|
|
ritual_length = 10 SECONDS
|
|
invoke_msg = "My will must be unbreakable. Grant me this boon!"
|
|
favor_cost = 4 //4 duels won
|
|
|
|
/datum/religion_rites/unbreakable/perform_rite(mob/living/carbon/human/user, atom/religious_tool)
|
|
if(!ishuman(user))
|
|
return FALSE
|
|
if(HAS_TRAIT_FROM(user, TRAIT_UNBREAKABLE, INNATE_TRAIT))
|
|
to_chat(user, span_warning("Your spirit is already unbreakable!"))
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/religion_rites/unbreakable/invoke_effect(mob/living/carbon/human/user, atom/movable/religious_tool)
|
|
..()
|
|
to_chat(user, span_nicegreen("You feel [GLOB.deity]'s will to keep fighting pouring into you!"))
|
|
user.AddComponent(/datum/component/unbreakable)
|
|
|
|
/datum/religion_rites/tenacious
|
|
name = "Become Tenacious"
|
|
desc = "Your training has made you tenacious. In times of crisis, you will be able to crawl faster."
|
|
ritual_length = 10 SECONDS
|
|
invoke_msg = "Grant me your tenacity! I have proven myself!"
|
|
favor_cost = 3 //3 duels won
|
|
|
|
/datum/religion_rites/tenacious/perform_rite(mob/living/carbon/human/user, atom/religious_tool)
|
|
if(!ishuman(user))
|
|
return FALSE
|
|
if(HAS_TRAIT_FROM(user, TRAIT_TENACIOUS, INNATE_TRAIT))
|
|
to_chat(user, span_warning("Your spirit is already tenacious!"))
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/religion_rites/tenacious/invoke_effect(mob/living/carbon/human/user, atom/movable/religious_tool)
|
|
..()
|
|
to_chat(user, span_nicegreen("You feel [GLOB.deity]'s tenacity pouring into you!"))
|
|
user.AddElement(/datum/element/tenacious)
|