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* Starting on the rework * Reworks the Ark * Work on Reebe * More Ark stuff * this too * Removes ark silliness, remaps Reebe a tad * Spawning mechanics * Work on gamemode code * Finishes up ark stuff * Removes Judgement, and lots of other changes * New Ark activation sounds, Ratvar text * Spawn protection! * Adds the abscondence bijou * Bijou stuff * well, this is it * somewhat absentminded coder * Remaps the Reebe z * replica fabricators now work! * Guide paper! * Now they're clockwork floors * Infirmary, tweaks, numbers * A new thing! * this is ok for now * I was gonna whine but it's actually necessary * Adds damage scaling to ocular wardens * I missed a thing * you can go back too * New clockwork armor sprites * Weapons, scripture, oh my! * no! shoo! * hey, I forgot about you! * this looks much better, I'll give you that * no teleporting into the void! * we have no need of you anymore * Conflicteroos * AUTOMATIC SPINNING CHAIRS * how many times do we have to teach you this LESSON OLD MAN * flagged! * last time, meesa promise * Conflicts 1 * wood filling * Kindle is a projectile, and other stuff * Chameleon jumpsuit, some small changes * 150 hours of testing * Curious is the trapmaker's art * Conflicts 1 * naaah * Fixes an ark sound * Removes the prolonging prism * Adds a delay to warping in * First steps towards changing the power system * Removes power from sigils, moves to global * Conflicts 1 * zoom zoom * Adds the stargazer, re-adds conversion * conflicts? more like CLOCK-flicts * get it? clockflicts? * Daemon tuning * Scraps components, 1/? * A grace period, among other things * You can't get to reebe from space no stop bad * Adds some cogscarab shells to Reebe - yes, I get the sounds * FUCK * Chairs are very important. * Clock golems, sound improvement, intercoms * Sounds, floor fixes, conflicts * Fixes the conflicts * Prevents intercom use during non-clock rounds * Wiki, HUD timer, tweaks, golems * Components, removes unused structures, rep. fab power * go-time * Ending the round is not a good idea * whoops, forgot about you * ssh is ok * this works too
70 lines
3.3 KiB
Plaintext
70 lines
3.3 KiB
Plaintext
//Construct shells that can be activated by ghosts.
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/obj/item/clockwork/construct_chassis
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name = "construct chassis"
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desc = "A shell formed out of brass, presumably for housing machinery."
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clockwork_desc = "A construct chassis. It can be activated at any time by a willing ghost."
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var/construct_name = "basic construct"
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var/construct_desc = "<span class='alloy'>There is no construct for this chassis. Report this to a coder.</span>"
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icon_state = "anime_fragment"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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w_class = WEIGHT_CLASS_HUGE
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var/creation_message = "<span class='brass'>The chassis shudders and hums to life!</span>"
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var/construct_type //The construct this shell will create
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/obj/item/clockwork/construct_chassis/Initialize()
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. = ..()
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var/area/A = get_area(src)
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if(A && construct_type)
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notify_ghosts("A [construct_name] chassis has been created in [A.name]!", 'sound/magic/clockwork/fellowship_armory.ogg', source = src, action = NOTIFY_ORBIT, flashwindow = FALSE)
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GLOB.poi_list += src
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/obj/item/clockwork/construct_chassis/Destroy()
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GLOB.poi_list -= src
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. = ..()
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/obj/item/clockwork/construct_chassis/examine(mob/user)
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clockwork_desc = "[clockwork_desc]<br>[construct_desc]"
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..()
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clockwork_desc = initial(clockwork_desc)
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/obj/item/clockwork/construct_chassis/attack_hand(mob/living/user)
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if(w_class >= WEIGHT_CLASS_HUGE)
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to_chat(user, "<span class='warning'>[src] is too cumbersome to carry! Drag it around instead!</span>")
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return
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. = ..()
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/obj/item/clockwork/construct_chassis/attack_ghost(mob/user)
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if(alert(user, "Become a [construct_name]? You can no longer be cloned!", construct_name, "Yes", "Cancel") == "Cancel")
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return
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if(QDELETED(src))
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to_chat(user, "<span class='danger'>You were too late! Better luck next time.</span>")
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return
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visible_message(creation_message)
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var/mob/living/construct = new construct_type(get_turf(src))
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construct.key = user.key
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qdel(user)
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qdel(src)
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//Marauder armor, used to create clockwork marauders - sturdy frontline combatants that can deflect projectiles.
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/obj/item/clockwork/construct_chassis/clockwork_marauder
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name = "marauder armor"
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desc = "A pile of sleek and well-polished brass armor. A small red gemstone sits in its faceplate."
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icon_state = "marauder_armor"
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construct_name = "clockwork marauder"
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construct_desc = "<span class='neovgre_small'>It will become a <b>clockwork marauder,</b> a well-rounded frontline combatant.</span>"
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creation_message = "<span class='neovgre_small bold'>Crimson fire begins to rage in the armor as it rises into the air with its arnaments!</span>"
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construct_type = /mob/living/simple_animal/hostile/clockwork/marauder
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//Cogscarab shell, used to create cogcarabs - fragile but zippy little drones that build and maintain the base.
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/obj/item/clockwork/construct_chassis/cogscarab
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name = "cogscarab shell"
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desc = "A small, complex shell that resembles a repair drone, but much larger and made out of brass."
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icon_state = "cogscarab_shell"
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construct_name = "cogscarab"
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construct_desc = "<span class='alloy'>It will become a <b>cogscarab,</b> a small and fragile drone that builds, repairs, and maintains.</span>"
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creation_message = "<span class='alloy bold'>The cogscarab clicks and whirrs as it hops up and springs to life!</span>"
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construct_type = /mob/living/simple_animal/drone/cogscarab
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w_class = WEIGHT_CLASS_SMALL
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