mirror of
https://github.com/KabKebab/GS13.git
synced 2026-08-22 12:36:16 +01:00
AAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
This commit is contained in:
@@ -56,7 +56,7 @@
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if(used)
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to_chat(H, "You already used this contract!")
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return
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var/list/candidates = pollCandidatesForMob("Do you want to play as a wizard's [href_list["school"]] apprentice?", ROLE_WIZARD, null, ROLE_WIZARD, 150, src)
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var/list/candidates = pollCandidatesForMob("Do you want to play as a wizard's [href_list["school"]] apprentice?", ROLE_WIZARD, null, ROLE_WIZARD, 150, src, ignore_category = POLL_IGNORE_WIZARD)
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if(LAZYLEN(candidates))
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if(QDELETED(src))
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return
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@@ -235,7 +235,7 @@
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return
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if(used)
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return
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var/list/candidates = pollCandidatesForMob("Do you want to play as a [initial(demon_type.name)]?", ROLE_ALIEN, null, ROLE_ALIEN, 50, src)
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var/list/candidates = pollCandidatesForMob("Do you want to play as a [initial(demon_type.name)]?", ROLE_ALIEN, null, ROLE_ALIEN, 50, src, ignore_category = POLL_IGNORE_DEMON)
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if(LAZYLEN(candidates))
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if(used || QDELETED(src))
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return
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@@ -1,5 +1,5 @@
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/datum/surgery/organ_extraction
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name = "experimental dissection"
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name = "experimental organ replacement"
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/incise, /datum/surgery_step/extract_organ, /datum/surgery_step/gland_insert)
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possible_locs = list(BODY_ZONE_CHEST)
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ignore_clothes = 1
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@@ -644,6 +644,11 @@
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desc = "A spell that will absorb blood from anything you touch.<br>Touching cultists and constructs can heal them.<br><b>Clicking the hand will potentially let you focus the spell into something stronger.</b>"
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color = "#7D1717"
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/obj/item/melee/blood_magic/manipulator/examine(mob/user)
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. = ..()
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if(iscultist(user))
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to_chat(user, "<span class='cultitalic'>The [name] currently has <b>[uses]</b> blood charges left.</span>")
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/obj/item/melee/blood_magic/manipulator/afterattack(atom/target, mob/living/carbon/human/user, proximity)
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if(proximity)
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if(ishuman(target))
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@@ -678,9 +683,9 @@
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if(ratio>1)
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ratio = 1
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uses -= round(overall_damage)
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H.visible_message("<span class='warning'>[H] is fully healed by [H==user ? "[H.p_their()]":"[H]'s"]'s blood magic!</span>")
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H.visible_message("<span class='warning'>[H] is fully healed by [H==user ? "[H.p_their()]":"[user]'s"] blood magic!</span>")
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else
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H.visible_message("<span class='warning'>[H] is partially healed by [H==user ? "[H.p_their()]":"[H]'s"] blood magic.</span>")
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H.visible_message("<span class='warning'>[H] is partially healed by [H==user ? "[H.p_their()]":"[user]'s"] blood magic.</span>")
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uses = 0
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ratio *= -1
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H.adjustOxyLoss((overall_damage*ratio) * (H.getOxyLoss() / overall_damage), 0)
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@@ -762,7 +767,7 @@
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switch(choice)
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if("Blood Spear (150)")
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if(uses < 150)
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to_chat(user, "<span class='cultitalic'>You need 200 charges to perform this rite.</span>")
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to_chat(user, "<span class='cultitalic'>You need 150 charges to perform this rite.</span>")
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else
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uses -= 150
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var/turf/T = get_turf(user)
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@@ -778,7 +783,7 @@
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"<span class='cultitalic'>A [rite.name] materializes at your feet.</span>")
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if("Blood Bolt Barrage (300)")
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if(uses < 300)
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to_chat(user, "<span class='cultitalic'>You need 400 charges to perform this rite.</span>")
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to_chat(user, "<span class='cultitalic'>You need 300 charges to perform this rite.</span>")
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else
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var/obj/rite = new /obj/item/gun/ballistic/shotgun/boltaction/enchanted/arcane_barrage/blood()
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uses -= 300
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@@ -790,7 +795,7 @@
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qdel(rite)
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if("Blood Beam (500)")
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if(uses < 500)
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to_chat(user, "<span class='cultitalic'>You need 600 charges to perform this rite.</span>")
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to_chat(user, "<span class='cultitalic'>You need 500 charges to perform this rite.</span>")
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else
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var/obj/rite = new /obj/item/blood_beam()
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uses -= 500
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@@ -666,6 +666,7 @@
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righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
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slot_flags = 0
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force = 17
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force_unwielded = 17
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force_wielded = 24
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throwforce = 40
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throw_speed = 2
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@@ -185,9 +185,6 @@ structure_check() searches for nearby cultist structures required for the invoca
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color = RUNE_COLOR_OFFER
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req_cultists = 1
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rune_in_use = FALSE
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var/mob/living/currentconversionman
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var/conversiontimeout
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var/conversionresult
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/obj/effect/rune/convert/do_invoke_glow()
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return
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@@ -236,34 +233,14 @@ structure_check() searches for nearby cultist structures required for the invoca
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/obj/effect/rune/convert/proc/do_convert(mob/living/convertee, list/invokers)
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if(invokers.len < 2)
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for(var/M in invokers)
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to_chat(M, "<span class='danger'>You need at least two invokers to convert [convertee]!</span>")
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to_chat(M, "<span class='warning'>You need at least two invokers to convert [convertee]!</span>")
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log_game("Offer rune failed - tried conversion with one invoker")
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return 0
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if(convertee.anti_magic_check(TRUE, TRUE))
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if(convertee.anti_magic_check(TRUE, TRUE, FALSE, 0)) //Not chargecost because it can be spammed
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for(var/M in invokers)
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to_chat(M, "<span class='warning'>Something is shielding [convertee]'s mind!</span>")
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log_game("Offer rune failed - convertee had anti-magic")
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return 0
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to_chat(convertee, "<span class='cult italic'><b>The world goes red. All at once you are aware of an evil, eldritch truth taking roots into your mind.\n\
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<a href='?src=\ref[src];signmeup=1'>Click here to become a follower of Nar'sie</a></b>, or suffer a fate worse than death.</span>")
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INVOKE_ASYNC(src, .proc/optinalert, convertee)
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currentconversionman = convertee
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conversiontimeout = world.time + (14 SECONDS)
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convertee.Stun(140)
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ADD_TRAIT(convertee, TRAIT_MUTE, "conversionrune")
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flash_color(convertee, list("#960000", "#960000", "#960000", rgb(0,0,0)), 50)
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conversionresult = FALSE
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while(world.time < conversiontimeout && convertee && !conversionresult)
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stoplag(1)
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currentconversionman = null
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if(!convertee)
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return FALSE
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REMOVE_TRAIT(convertee, TRAIT_MUTE, "conversionrune")
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if(get_turf(convertee) != get_turf(src))
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return FALSE
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if(!conversionresult)
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do_sacrifice(convertee, invokers, TRUE)
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return FALSE
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var/brutedamage = convertee.getBruteLoss()
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var/burndamage = convertee.getFireLoss()
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if(brutedamage || burndamage)
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@@ -275,6 +252,8 @@ structure_check() searches for nearby cultist structures required for the invoca
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SSticker.mode.add_cultist(convertee.mind, 1)
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new /obj/item/melee/cultblade/dagger(get_turf(src))
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convertee.mind.special_role = ROLE_CULTIST
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to_chat(convertee, "<span class='cult italic'><b>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible, truth. The veil of reality has been ripped away \
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and something evil takes root.</b></span>")
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to_chat(convertee, "<span class='cult italic'><b>Assist your new compatriots in their dark dealings. Your goal is theirs, and theirs is yours. You serve the Geometer above all else. Bring it back.\
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</b></span>")
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if(ishuman(convertee))
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@@ -284,18 +263,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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H.cultslurring = 0
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return 1
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/obj/effect/rune/convert/proc/optinalert(mob/living/convertee)
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var/alert = alert(convertee, "Will you embrace the Geometer of Blood or perish in futile resistance?", "Choose your own fate", "Join the Blood Cult", "Suffer a horrible demise")
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if(alert == "Join the Blood Cult")
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signmeup(convertee)
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/obj/effect/rune/convert/proc/signmeup(mob/living/convertee)
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if(currentconversionman == usr)
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conversionresult = TRUE
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else
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to_chat(usr, "<span class='cult italic'>Your fate has already been set in stone.</span>")
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/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers, force_a_sac)
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/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers)
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var/mob/living/first_invoker = invokers[1]
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if(!first_invoker)
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return FALSE
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@@ -305,7 +273,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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var/big_sac = FALSE
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if(!force_a_sac && (((ishuman(sacrificial) || iscyborg(sacrificial)) && sacrificial.stat != DEAD) || C.cult_team.is_sacrifice_target(sacrificial.mind)) && invokers.len < 3)
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if((((ishuman(sacrificial) || iscyborg(sacrificial)) && sacrificial.stat != DEAD) || C.cult_team.is_sacrifice_target(sacrificial.mind)) && invokers.len < 3)
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for(var/M in invokers)
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to_chat(M, "<span class='cult italic'>[sacrificial] is too greatly linked to the world! You need three acolytes!</span>")
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log_game("Offer rune failed - not enough acolytes and target is living or sac target")
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@@ -345,10 +313,6 @@ structure_check() searches for nearby cultist structures required for the invoca
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sacrificial.gib()
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return TRUE
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/obj/effect/rune/convert/Topic(href, href_list)
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if(href_list["signmeup"])
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signmeup(usr)
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/obj/effect/rune/empower
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cultist_name = "Empower"
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cultist_desc = "allows cultists to prepare greater amounts of blood magic at far less of a cost."
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@@ -11,9 +11,9 @@
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viable_mobtypes = list(/mob/living/carbon/human)
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disease_flags = CURABLE
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permeability_mod = 1
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severity = DISEASE_SEVERITY_HARMFUL
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var/stagedamage = 0 //Highest stage reached.
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severity = DISEASE_SEVERITY_DANGEROUS
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var/finalstage = 0 //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects.
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var/datum/mood_event/revenant_blight/depression
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/datum/disease/revblight/cure()
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if(affected_mob)
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@@ -21,12 +21,13 @@
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if(affected_mob.dna && affected_mob.dna.species)
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affected_mob.dna.species.handle_mutant_bodyparts(affected_mob)
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affected_mob.dna.species.handle_hair(affected_mob)
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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SEND_SIGNAL(affected_mob, COMSIG_CLEAR_MOOD_EVENT, "rev_blight")
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..()
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/datum/disease/revblight/stage_act()
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if(!finalstage)
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if(affected_mob.lying && prob(stage*6))
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if(affected_mob.lying && prob(stage*4))
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to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
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cure()
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return
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if(prob(stage*3))
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@@ -34,10 +35,6 @@
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affected_mob.confused += 8
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affected_mob.adjustStaminaLoss(8)
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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if(stagedamage < stage)
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stagedamage++
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affected_mob.adjustToxLoss(stage*2) //should, normally, do about 30 toxin damage.
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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if(prob(45))
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affected_mob.adjustStaminaLoss(stage)
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..() //So we don't increase a stage before applying the stage damage.
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@@ -46,9 +43,13 @@
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if(prob(5))
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affected_mob.emote("pale")
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if(3)
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if(!depression)
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depression = SEND_SIGNAL(affected_mob, COMSIG_ADD_MOOD_EVENT, "rev_blight", /datum/mood_event/revenant_blight)
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SEND_SIGNAL(affected_mob, COMSIG_DECREASE_SANITY, 0.12, SANITY_CRAZY)
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if(prob(10))
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affected_mob.emote(pick("pale","shiver"))
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if(4)
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SEND_SIGNAL(affected_mob, COMSIG_DECREASE_SANITY, 0.18, SANITY_CRAZY)
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if(prob(15))
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affected_mob.emote(pick("pale","shiver","cries"))
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if(5)
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@@ -56,12 +57,18 @@
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finalstage = TRUE
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to_chat(affected_mob, "<span class='revenbignotice'>You feel like [pick("nothing's worth it anymore", "nobody ever needed your help", "nothing you did mattered", "everything you tried to do was worthless")].</span>")
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affected_mob.adjustStaminaLoss(45)
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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if(affected_mob.dna && affected_mob.dna.species)
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if(affected_mob.dna?.species)
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affected_mob.dna.species.handle_mutant_bodyparts(affected_mob,"#1d2953")
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affected_mob.dna.species.handle_hair(affected_mob,"#1d2953")
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affected_mob.visible_message("<span class='warning'>[affected_mob] looks terrifyingly gaunt...</span>", "<span class='revennotice'>You suddenly feel like your skin is <i>wrong</i>...</span>")
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affected_mob.add_atom_colour("#1d2953", TEMPORARY_COLOUR_PRIORITY)
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addtimer(CALLBACK(src, .proc/cure), 100)
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else
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return
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new /obj/effect/temp_visual/revenant(affected_mob.loc)
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addtimer(CALLBACK(src, .proc/curses), 150)
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/datum/disease/revblight/proc/curses()
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if(QDELETED(affected_mob))
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return
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affected_mob.playsound_local(affected_mob, 'sound/effects/curse5.ogg', 40, 1, -1)
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to_chat(affected_mob, "<span class='revendanger'>You sense the terrific curse of a vengeful ghost befall upon you...</span>")
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affected_mob.apply_necropolis_curse(null, 7 MINUTES) //Once the blight has done its course without being cured beforehand, it will cast a necrocurse to compensate how underpowered it's.
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cure()
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