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317 lines
15 KiB
Plaintext
317 lines
15 KiB
Plaintext
/////////////
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// DRIVERS //
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/////////////
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//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.
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/datum/clockwork_scripture/channeled/belligerent
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descname = "Channeled, Area Slowdown"
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name = "Belligerent"
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desc = "Forces all nearby non-servants to walk rather than run, doing minor damage. Chanted every two seconds for up to thirty seconds."
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chant_invocations = list("Punish their blindness!", "Take time, make slow!")
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chant_amount = 15
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chant_interval = 20
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channel_time = 20
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usage_tip = "Useful for crowd control in a populated area and disrupting mass movement."
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tier = SCRIPTURE_DRIVER
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primary_component = BELLIGERENT_EYE
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sort_priority = 1
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quickbind = TRUE
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quickbind_desc = "Forces nearby non-Servants to walk, doing minor damage with each chant.<br><b>Maximum 15 chants.</b>"
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var/noncultist_damage = 2 //damage per chant to noncultists
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var/cultist_damage = 8 //damage per chant to non-walking cultists
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/datum/clockwork_scripture/channeled/belligerent/chant_effects(chant_number)
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for(var/mob/living/carbon/C in hearers(7, invoker))
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var/number_legs = C.get_num_legs()
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if(!is_servant_of_ratvar(C) && !C.null_rod_check() && number_legs) //you have legs right
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C.apply_damage(noncultist_damage * 0.5, BURN, "l_leg")
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C.apply_damage(noncultist_damage * 0.5, BURN, "r_leg")
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if(C.m_intent != MOVE_INTENT_WALK)
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if(!iscultist(C))
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C << "<span class='warning'>Your leg[number_legs > 1 ? "s shiver":" shivers"] with pain!</span>"
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else //Cultists take extra burn damage
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C << "<span class='warning'>Your leg[number_legs > 1 ? "s burn":" burns"] with pain!</span>"
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C.apply_damage(cultist_damage * 0.5, BURN, "l_leg")
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C.apply_damage(cultist_damage * 0.5, BURN, "r_leg")
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C.toggle_move_intent()
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return TRUE
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//Judicial Visor: Creates a judicial visor, which can smite an area.
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/datum/clockwork_scripture/create_object/judicial_visor
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descname = "Delayed Area Stun Glasses"
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name = "Judicial Visor"
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desc = "Forms a visor that, when worn, will grant the ability to smite an area, stunning, muting, and damaging non-Servants. \
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Cultists of Nar-Sie will be set on fire, though they will be stunned for half the time."
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invocations = list("Grant me the flames of Engine!")
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channel_time = 10
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consumed_components = list(BELLIGERENT_EYE = 1)
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whispered = TRUE
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object_path = /obj/item/clothing/glasses/judicial_visor
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creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting the unworthy.</span>"
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usage_tip = "The visor has a thirty-second cooldown once used, and the marker it creates has a delay of 3 seconds before exploding."
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tier = SCRIPTURE_DRIVER
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space_allowed = TRUE
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primary_component = BELLIGERENT_EYE
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sort_priority = 2
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quickbind = TRUE
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quickbind_desc = "Creates a Judicial Visor, which can create a Judicial Marker at an area, stunning, muting, and damaging non-Servants after a delay."
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//Vanguard: Provides twenty seconds of stun immunity. At the end of the twenty seconds, 25% of all stuns absorbed are applied to the invoker.
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/datum/clockwork_scripture/vanguard
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descname = "Self Stun Immunity"
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name = "Vanguard"
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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. \
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Excessive absorption will cause unconsciousness."
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invocations = list("Shield me...", "...from darkness!")
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channel_time = 30
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usage_tip = "You cannot reactivate Vanguard while still shielded by it."
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tier = SCRIPTURE_DRIVER
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primary_component = VANGUARD_COGWHEEL
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sort_priority = 3
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quickbind = TRUE
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quickbind_desc = "Allows you to temporarily absorb stuns. All stuns absorbed will affect you when disabled."
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/datum/clockwork_scripture/vanguard/check_special_requirements()
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if(islist(invoker.stun_absorption) && invoker.stun_absorption["vanguard"] && invoker.stun_absorption["vanguard"]["end_time"] > world.time)
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invoker << "<span class='warning'>You are already shielded by a Vanguard!</span>"
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return FALSE
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return TRUE
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/datum/clockwork_scripture/vanguard/scripture_effects()
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invoker.apply_status_effect(STATUS_EFFECT_VANGUARD)
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return TRUE
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//Sentinel's Compromise: Allows the invoker to select a nearby servant and convert their brute, burn, and oxygen damage into half as much toxin damage.
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/datum/clockwork_scripture/ranged_ability/sentinels_compromise
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descname = "Convert Brute/Burn/Oxygen to Half Toxin"
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name = "Sentinel's Compromise"
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desc = "Charges your slab with healing power, allowing you to convert all of a target Servant's brute, burn, and oxygen damage to half as much toxin damage."
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invocations = list("Mend the wounds of...", "...my inferior flesh.")
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channel_time = 30
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consumed_components = list(VANGUARD_COGWHEEL = 1)
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usage_tip = "The Compromise is very fast to invoke, and will remove holy water from the target Servant."
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tier = SCRIPTURE_DRIVER
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primary_component = VANGUARD_COGWHEEL
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sort_priority = 4
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quickbind = TRUE
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quickbind_desc = "Allows you to convert a Servant's brute, burn, and oxygen damage to half toxin damage.<br><b>Click your slab to disable.</b>"
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slab_icon = "compromise"
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ranged_type = /obj/effect/proc_holder/slab/compromise
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ranged_message = "<span class='inathneq_small'><i>You charge the clockwork slab with healing power.</i>\n\
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<b>Left-click a fellow Servant or yourself to heal!\n\
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Click your slab to cancel.</b></span>"
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//Geis: Grants a short-range binding that will immediately start chanting on binding a valid target.
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/datum/clockwork_scripture/ranged_ability/geis_prep
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descname = "Melee Convert Attack"
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name = "Geis"
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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."
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invocations = list("Divinity, grant...", "...me strength...", "...to enlighten...", "...the heathen!")
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whispered = TRUE
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channel_time = 20
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usage_tip = "Is melee range and does not penetrate mindshield implants. Much more efficient than a Sigil of Submission at low Servant amounts."
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tier = SCRIPTURE_DRIVER
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primary_component = GEIS_CAPACITOR
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sort_priority = 5
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quickbind = TRUE
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quickbind_desc = "Allows you to bind and start converting an adjacent target non-Servant.<br><b>Click your slab to disable.</b>"
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slab_icon = "geis"
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ranged_type = /obj/effect/proc_holder/slab/geis
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ranged_message = "<span class='sevtug_small'><i>You charge the clockwork slab with divine energy.</i>\n\
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<b>Left-click a target within melee range to convert!\n\
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Click your slab to cancel.</b></span>"
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timeout_time = 100
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/datum/clockwork_scripture/ranged_ability/geis_prep/run_scripture()
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var/servants = 0
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if(!ratvar_awakens)
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for(var/mob/living/M in all_clockwork_mobs)
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if(ishuman(M) || issilicon(M))
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servants++
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if(servants > SCRIPT_SERVANT_REQ)
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whispered = FALSE
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servants -= SCRIPT_SERVANT_REQ
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channel_time = min(channel_time + servants*3, 50)
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return ..()
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//The scripture that does the converting.
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/datum/clockwork_scripture/geis
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name = "Geis Conversion"
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invocations = list("Enlighten this heathen!", "All are insects before Engine!", "Purge all untruths and honor Engine.")
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channel_time = 49
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tier = SCRIPTURE_PERIPHERAL
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var/mob/living/target
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var/obj/structure/destructible/clockwork/geis_binding/binding
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/datum/clockwork_scripture/geis/Destroy()
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if(binding && !QDELETED(binding))
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qdel(binding)
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return ..()
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/datum/clockwork_scripture/geis/can_recite()
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if(!target)
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return FALSE
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return ..()
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/datum/clockwork_scripture/geis/run_scripture()
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var/servants = 0
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if(!ratvar_awakens)
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for(var/mob/living/M in all_clockwork_mobs)
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if(ishuman(M) || issilicon(M))
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servants++
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if(target.buckled)
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target.buckled.unbuckle_mob(target, TRUE)
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binding = new(get_turf(target))
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if(servants > SCRIPT_SERVANT_REQ)
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servants -= SCRIPT_SERVANT_REQ
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channel_time = min(channel_time + servants*7, 120)
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binding.can_resist = TRUE
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binding.setDir(target.dir)
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binding.buckle_mob(target, TRUE)
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return ..()
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/datum/clockwork_scripture/geis/check_special_requirements()
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return target && binding && target.buckled == binding && !is_servant_of_ratvar(target) && target.stat != DEAD
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/datum/clockwork_scripture/geis/scripture_effects()
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return add_servant_of_ratvar(target)
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//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.
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/datum/clockwork_scripture/channeled/taunting_tirade
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descname = "Channeled, Mobile Confusion Trail"
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name = "Taunting Tirade"
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desc = "Allows movement for five seconds, leaving a confusing and weakening trail. Chanted every second for up to thirty seconds."
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chant_invocations = list("Hostiles on my back!", "Enemies on my trail!", "Gonna try and shake my tail.", "Bogeys on my six!")
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chant_amount = 5
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chant_interval = 10
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consumed_components = list(GEIS_CAPACITOR = 1)
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usage_tip = "Useful for fleeing attackers, as few will be able to follow someone using this scripture."
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tier = SCRIPTURE_DRIVER
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primary_component = GEIS_CAPACITOR
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sort_priority = 6
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quickbind = TRUE
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quickbind_desc = "Allows movement for five seconds, leaving a confusing and weakening trail.<br><b>Maximum 5 chants.</b>"
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var/flee_time = 47 //allow fleeing for 5 seconds
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var/grace_period = 3 //very short grace period so you don't have to stop immediately
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var/datum/progressbar/progbar
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/datum/clockwork_scripture/channeled/taunting_tirade/chant_effects(chant_number)
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invoker.visible_message("<span class='warning'>[invoker] is suddenly covered with a thin layer of purple smoke!</span>")
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var/invoker_old_color = invoker.color
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invoker.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
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animate(invoker, color = invoker_old_color, time = flee_time+grace_period)
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addtimer(CALLBACK(invoker, /atom/proc/update_atom_colour), flee_time+grace_period)
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var/endtime = world.time + flee_time
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progbar = new(invoker, flee_time, invoker)
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progbar.bar.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
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animate(progbar.bar, color = initial(progbar.bar.color), time = flee_time+grace_period)
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while(world.time < endtime && can_recite())
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sleep(1)
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new/obj/structure/destructible/clockwork/taunting_trail(invoker.loc)
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progbar.update(endtime - world.time)
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qdel(progbar)
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if(can_recite() && chant_number != chant_amount)
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sleep(grace_period)
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else
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return FALSE
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return TRUE
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/datum/clockwork_scripture/channeled/taunting_tirade/chant_end_effects()
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qdel(progbar)
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//Replicant: Creates a new clockwork slab.
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/datum/clockwork_scripture/create_object/replicant
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descname = "New Clockwork Slab"
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name = "Replicant"
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desc = "Creates a new clockwork slab."
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invocations = list("Metal, become greater!")
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channel_time = 10
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whispered = TRUE
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object_path = /obj/item/clockwork/slab
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creator_message = "<span class='brass'>You copy a piece of replicant alloy and command it into a new slab.</span>"
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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."
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tier = SCRIPTURE_DRIVER
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space_allowed = TRUE
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primary_component = REPLICANT_ALLOY
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sort_priority = 7
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quickbind = TRUE
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quickbind_desc = "Creates a new Clockwork Slab."
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//Tinkerer's Cache: Creates a tinkerer's cache, allowing global component storage.
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/datum/clockwork_scripture/create_object/tinkerers_cache
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descname = "Necessary Structure, Shares Components"
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name = "Tinkerer's Cache"
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desc = "Forms a cache that can store an infinite amount of components. All caches are linked and will provide components to slabs. \
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Striking a cache with a slab will transfer that slab's components to the global cache."
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invocations = list("Constructing...", "...a cache!")
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channel_time = 50
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consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
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object_path = /obj/structure/destructible/clockwork/cache
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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>"
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observer_message = "<span class='warning'>A hollow brass spire rises and begins to blaze!</span>"
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usage_tip = "Slabs will draw components from the global cache after the slab's own repositories, making caches extremely useful."
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tier = SCRIPTURE_DRIVER
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one_per_tile = TRUE
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primary_component = REPLICANT_ALLOY
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sort_priority = 8
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quickbind = TRUE
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quickbind_desc = "Creates a Tinkerer's Cache, which stores components globally for slab access."
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var/static/prev_cost = 0
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/datum/clockwork_scripture/create_object/tinkerers_cache/creation_update()
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var/cache_cost_increase = min(round(clockwork_caches*0.25), 5)
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if(cache_cost_increase != prev_cost)
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prev_cost = cache_cost_increase
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consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
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for(var/i in consumed_components)
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if(i != REPLICANT_ALLOY)
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consumed_components[i] += cache_cost_increase
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return TRUE
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return FALSE
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//Wraith Spectacles: Creates a pair of wraith spectacles, which grant xray vision but damage vision slowly.
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/datum/clockwork_scripture/create_object/wraith_spectacles
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descname = "Xray Vision Glasses"
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name = "Wraith Spectacles"
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desc = "Fabricates a pair of glasses that provides true sight but quickly damage vision, eventually causing blindness if worn for too long."
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invocations = list("Show the truth of this world to me!")
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channel_time = 10
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whispered = TRUE
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object_path = /obj/item/clothing/glasses/wraith_spectacles
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creator_message = "<span class='brass'>You form a pair of wraith spectacles, which will grant true sight when worn.</span>"
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usage_tip = "\"True sight\" means that you are able to see through walls and in darkness."
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tier = SCRIPTURE_DRIVER
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space_allowed = TRUE
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 9
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quickbind = TRUE
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quickbind_desc = "Creates a pair of Wraith Spectacles, which grant true sight but cause gradual vision loss."
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//Sigil of Transgression: Creates a sigil of transgression, which stuns the first nonservant to cross it.
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/datum/clockwork_scripture/create_object/sigil_of_transgression
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descname = "Trap, Stunning"
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name = "Sigil of Transgression"
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desc = "Wards a tile with a sigil, which will stun the next non-Servant to cross it."
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invocations = list("Divinity, smite...", "...those who tresspass here!")
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channel_time = 50
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consumed_components = list(HIEROPHANT_ANSIBLE = 1)
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whispered = TRUE
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object_path = /obj/effect/clockwork/sigil/transgression
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creator_message = "<span class='brass'>A sigil silently appears below you. The next non-Servant to cross it will be stunned.</span>"
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usage_tip = "The sigil, while fairly powerful in its stun, does not induce muteness in its victim."
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tier = SCRIPTURE_DRIVER
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one_per_tile = TRUE
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 10
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quickbind = TRUE
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quickbind_desc = "Creates a Sigil of Transgression, which will stun the next non-Servant to cross it."
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