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## About The Pull Request Renamed the Crimson Focus to the Crimson Medallion Fixed harvesters not being properly bound to their master, nor dying when they do Fixed heads totally overriding cultist sacrifice rewards Heretic blade now converts to a nullblade Added wooshing, shaking, and glowing to flinging around with the heretic blade Removed the probability to not gain a reward when sacrificing a cultist ## Why It's Good For The Game > Renamed the Crimson Focus to the Crimson Medallion I heard bradley say this and it sounded better, differentiated it from the amber focus, gave it a unique identity > Fixed harvesters not being properly bound to their master, nor dying when they do Now you can track your master through the arrow though > Fixed heads totally overriding cultist sacrifice rewards Whoops > Heretic blade now converts to a nullblade Everyone loves these and it fits more-ish > Added wooshing, shaking, and glowing to flinging around with the heretic blade I am the flavor master > Removed the probability to not gain a reward when sacrificing a cultist This was 'pre-balancing' which is a cardinal sin in my books. It shouldn't exist without a good reason, plus the implementation is poor. ## Changelog 🆑 spellcheck: Renamed the Crimson Focus to the Crimson Medallion fix: Fixed harvesters not being properly bound to their master, nor dying when they do fix: Fixed heads totally overriding cultist sacrifice rewards add: Heretic blade now converts to a nullblade add: Added wooshing, shaking, and glowing to flinging around with the heretic blade balance: Removed the probability to not gain a reward when sacrificing a cultist /🆑
63 lines
2.0 KiB
Plaintext
63 lines
2.0 KiB
Plaintext
//rune colors, for easy reference
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#define RUNE_COLOR_TALISMAN COLOR_BLUE
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#define RUNE_COLOR_TELEPORT COLOR_DARK_PURPLE
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#define RUNE_COLOR_OFFER COLOR_WHITE
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#define RUNE_COLOR_DARKRED "#7D1717"
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#define RUNE_COLOR_MEDIUMRED "#C80000"
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#define RUNE_COLOR_BURNTORANGE "#CC5500"
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#define RUNE_COLOR_RED COLOR_RED
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#define RUNE_COLOR_SUMMON COLOR_VIBRANT_LIME
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//blood magic
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/// The maximum number of cult spell slots each cultist is allowed to scribe at once.
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#define ENHANCED_BLOODCHARGE 5
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#define MAX_BLOODCHARGE 4
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#define RUNELESS_MAX_BLOODCHARGE 1
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/// percent before rise
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#define CULT_RISEN 0.2
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/// percent before ascend
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#define CULT_ASCENDENT 0.4
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#define BLOOD_HALBERD_COST 150
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#define BLOOD_BARRAGE_COST 300
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#define BLOOD_BEAM_COST 500
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#define IRON_TO_CONSTRUCT_SHELL_CONVERSION 50
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//screen locations
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#define DEFAULT_BLOODSPELLS "6:-29,4:-2"
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//misc
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#define SOULS_TO_REVIVE 3
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#define BLOODCULT_EYE COLOR_RED
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//soulstone & construct themes
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#define THEME_CULT "cult"
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#define THEME_WIZARD "wizard"
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#define THEME_HOLY "holy"
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/// Only used for heretic Harvesters, obtained from sacrificing cultists
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#define THEME_HERETIC "heretic"
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/// Defines for cult item_dispensers.
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#define PREVIEW_IMAGE "preview"
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#define OUTPUT_ITEMS "output"
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/// The global Nar'sie that the cult's summoned
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GLOBAL_DATUM(cult_narsie, /obj/narsie)
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///how many sacrifices we have used, cultists get 1 free revive at the start
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GLOBAL_VAR_INIT(sacrifices_used, -SOULS_TO_REVIVE)
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/// list of weakrefs to mobs OR minds that have been sacrificed
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GLOBAL_LIST(sacrificed)
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// Used in determining which cinematic to play when cult ends
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#define CULT_VICTORY_MASS_CONVERSION 2
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#define CULT_FAILURE_NARSIE_KILLED 1
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#define CULT_VICTORY_NUKE 0
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// Used to determine the roundend report.
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#define CULT_VICTORY 1
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#define CULT_LOSS 0
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#define CULT_NARSIE_KILLED -1
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// Used to keep track of items rewarded after a heretic is sacked.
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#define CURSED_BLADE_UNLOCKED "Cursed Blade"
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#define CRIMSON_MEDALLION_UNLOCKED "Crimson Medallion"
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#define PROTEON_ORB_UNLOCKED "Proteon Orb"
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