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Purified/Holy construct tweaks (#14845)
* Changes 'isAntag()' to check 'living' rather than 'carbon' * Purified construct changes Changes: Only chaplains and other holy people can convert soulstones to purified soulstones, Holy constructs are now tinted slightly blue, to make them stand out more from cult constructs, Holy Artificers now spawn purified soulstones. * Reverted blue tint
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@@ -1,7 +1,6 @@
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/mob/living/simple_animal/hostile/construct
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name = "Construct"
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real_name = "Construct"
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desc = ""
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speak_emote = list("hisses")
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emote_hear = list("wails","screeches")
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response_help = "thinks better of touching"
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@@ -21,25 +20,25 @@
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pressure_resistance = 100
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universal_speak = 1
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AIStatus = AI_OFF //normal constructs don't have AI
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var/const_type = "shade"
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var/list/construct_spells = list()
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var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
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loot = list(/obj/item/reagent_containers/food/snacks/ectoplasm)
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del_on_death = 1
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deathmessage = "collapses in a shattered heap."
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var/construct_type = "shade"
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var/list/construct_spells = list()
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var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
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/mob/living/simple_animal/hostile/construct/New()
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. = ..()
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if(!SSticker.mode)//work around for maps with runes and cultdat is not loaded all the way
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name = "[const_type] ([rand(1, 1000)])"
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real_name = const_type
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icon_living = const_type
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icon_state = const_type
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name = "[construct_type] ([rand(1, 1000)])"
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real_name = construct_type
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icon_living = construct_type
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icon_state = construct_type
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else
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name = "[SSticker.cultdat.get_name(const_type)] ([rand(1, 1000)])"
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real_name = SSticker.cultdat.get_name(const_type)
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icon_living = SSticker.cultdat.get_icon(const_type)
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icon_state = SSticker.cultdat.get_icon(const_type)
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name = "[SSticker.cultdat.get_name(construct_type)] ([rand(1, 1000)])"
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real_name = SSticker.cultdat.get_name(construct_type)
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icon_living = SSticker.cultdat.get_icon(construct_type)
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icon_state = SSticker.cultdat.get_icon(construct_type)
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for(var/spell in construct_spells)
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AddSpell(new spell(null))
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@@ -113,7 +112,7 @@
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environment_smash = 2
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attack_sound = 'sound/weapons/punch3.ogg'
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status_flags = 0
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const_type = "juggernaut"
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construct_type = "juggernaut"
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mob_size = MOB_SIZE_LARGE
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/night_vision, /obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
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force_threshold = 11
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@@ -158,7 +157,7 @@
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melee_damage_upper = 25
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attacktext = "slashes"
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attack_sound = 'sound/weapons/bladeslice.ogg'
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const_type = "wraith"
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construct_type = "wraith"
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/night_vision, /obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
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retreat_distance = 2 //AI wraiths will move in and out of combat
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playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
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@@ -189,14 +188,14 @@
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retreat_distance = 10
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minimum_distance = 10 //AI artificers will flee like fuck
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attack_sound = 'sound/weapons/punch2.ogg'
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const_type = "builder"
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construct_type = "builder"
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/night_vision,
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/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/pylon,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,
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/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
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/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone)
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playstyle_string = "<b>You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, \
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use magic missile, repair allied constructs (by clicking on them), \
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@@ -269,7 +268,7 @@
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environment_smash = 2
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attack_sound = 'sound/weapons/punch4.ogg'
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force_threshold = 11
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const_type = "behemoth"
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construct_type = "behemoth"
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var/energy = 0
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var/max_energy = 1000
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@@ -298,7 +297,7 @@
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attacktext = "prods"
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environment_smash = ENVIRONMENT_SMASH_RWALLS
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attack_sound = 'sound/weapons/tap.ogg'
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const_type = "harvester"
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construct_type = "harvester"
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/night_vision,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
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