/obj/item/nullrod name = "null rod" desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of Nar-Sie's followers." icon_state = "nullrod" item_state = "nullrod" force = 15 throw_speed = 3 throw_range = 4 throwforce = 10 w_class = WEIGHT_CLASS_TINY var/reskinned = FALSE var/reskin_selectable = TRUE //set to FALSE if a subtype is meant to not normally be available as a reskin option (fluff ones will get re-added through their list) var/list/fluff_transformations = list() //does it have any special transformations only accessible to it? Should only be subtypes of /obj/item/nullrod /obj/item/nullrod/suicide_act(mob/user) user.visible_message("[user] is killing \himself with \the [src.name]! It looks like \he's trying to get closer to god!") return (BRUTELOSS|FIRELOSS) /obj/item/nullrod/attack(mob/M, mob/living/carbon/user) ..() if(M.mind) if(M.mind.vampire) if(ishuman(M)) if(!M.mind.vampire.get_ability(/datum/vampire_passive/full)) to_chat(M, "The nullrod's power interferes with your own!") M.mind.vampire.nullified = max(5, M.mind.vampire.nullified + 2) /obj/item/nullrod/attack_self(mob/user) if(reskinned) return if(user.mind && (user.mind.assigned_role == "Chaplain" || user.mind.special_role == SPECIAL_ROLE_ERT)) reskin_holy_weapon(user) /obj/item/nullrod/proc/reskin_holy_weapon(mob/M) var/list/holy_weapons_list = typesof(/obj/item/nullrod) for(var/entry in holy_weapons_list) var/obj/item/nullrod/variant = entry if(!initial(variant.reskin_selectable)) holy_weapons_list -= variant if(fluff_transformations.len) for(var/thing in fluff_transformations) holy_weapons_list += thing var/list/display_names = list() for(var/V in holy_weapons_list) var/atom/A = V display_names += initial(A.name) var/choice = input(M,"What theme would you like for your holy weapon?","Holy Weapon Theme") as null|anything in display_names if(!src || !choice || !in_range(M, src) || M.incapacitated() || reskinned) return var/index = display_names.Find(choice) var/A = holy_weapons_list[index] var/obj/item/nullrod/holy_weapon = new A feedback_set_details("chaplain_weapon","[choice]") if(holy_weapon) holy_weapon.reskinned = TRUE M.unEquip(src) M.put_in_active_hand(holy_weapon) qdel(src) /obj/item/nullrod/fluff //fluff subtype to be used for all donator nullrods reskin_selectable = FALSE /obj/item/nullrod/godhand name = "god hand" icon_state = "disintegrate" item_state = "disintegrate" desc = "This hand of yours glows with an awesome power!" flags = ABSTRACT | NODROP| DROPDEL w_class = WEIGHT_CLASS_HUGE hitsound = 'sound/weapons/sear.ogg' damtype = BURN attack_verb = list("punched", "cross countered", "pummeled") /obj/item/nullrod/staff name = "red holy staff" icon_state = "godstaff-red" item_state = "godstaff-red" desc = "It has a mysterious, protective aura." w_class = WEIGHT_CLASS_HUGE force = 5 slot_flags = SLOT_BACK block_chance = 50 /obj/item/nullrod/staff/blue name = "blue holy staff" icon_state = "godstaff-blue" item_state = "godstaff-blue" /obj/item/nullrod/claymore name = "holy claymore" icon_state = "claymore" item_state = "claymore" desc = "A weapon fit for a crusade!" w_class = WEIGHT_CLASS_BULKY slot_flags = SLOT_BACK|SLOT_BELT block_chance = 30 sharp = 1 hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/nullrod/claymore/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type) if(attack_type == PROJECTILE_ATTACK) final_block_chance = 0 //Don't bring a sword to a gunfight return ..() /obj/item/nullrod/claymore/darkblade name = "dark blade" icon_state = "cultblade" item_state = "cultblade" desc = "Spread the glory of the dark gods!" slot_flags = SLOT_BELT hitsound = 'sound/hallucinations/growl1.ogg' /obj/item/nullrod/claymore/chainsaw_sword name = "sacred chainsaw sword" icon_state = "chainswordon" item_state = "chainswordon" desc = "Suffer not a heretic to live." slot_flags = SLOT_BELT attack_verb = list("sawed", "torn", "cut", "chopped", "diced") hitsound = 'sound/weapons/chainsaw.ogg' /obj/item/nullrod/claymore/glowing name = "force weapon" icon_state = "swordon" item_state = "swordon" desc = "The blade glows with the power of faith. Or possibly a battery." slot_flags = SLOT_BELT /obj/item/nullrod/claymore/katana name = "hanzo steel" desc = "Capable of cutting clean through a holy claymore." icon_state = "katana" item_state = "katana" slot_flags = SLOT_BELT | SLOT_BACK /obj/item/nullrod/claymore/multiverse name = "extradimensional blade" desc = "Once the harbringer of a interdimensional war, now a dormant souvenir. Still sharp though." icon_state = "multiverse" item_state = "multiverse" slot_flags = SLOT_BELT /obj/item/nullrod/claymore/saber name = "light energy sword" hitsound = 'sound/weapons/blade1.ogg' icon_state = "swordblue" item_state = "swordblue" desc = "If you strike me down, I shall become more robust than you can possibly imagine." slot_flags = SLOT_BELT /obj/item/nullrod/claymore/saber/red name = "dark energy sword" icon_state = "swordred" item_state = "swordred" desc = "Woefully ineffective when used on steep terrain." /obj/item/nullrod/claymore/saber/pirate name = "nautical energy sword" icon_state = "cutlass1" item_state = "cutlass1" desc = "Convincing HR that your religion involved piracy was no mean feat." /obj/item/nullrod/sord name = "\improper UNREAL SORD" desc = "This thing is so unspeakably HOLY you are having a hard time even holding it." icon_state = "sord" item_state = "sord" slot_flags = SLOT_BELT force = 4.13 throwforce = 1 hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/nullrod/scythe name = "reaper scythe" icon_state = "scythe0" item_state = "scythe0" desc = "Ask not for whom the bell tolls..." w_class = WEIGHT_CLASS_BULKY armour_penetration = 35 slot_flags = SLOT_BACK sharp = 1 attack_verb = list("chopped", "sliced", "cut", "reaped") hitsound = 'sound/weapons/rapierhit.ogg' /obj/item/nullrod/scythe/vibro name = "high frequency blade" icon_state = "hfrequency0" item_state = "hfrequency1" desc = "Bad references are the DNA of the soul." attack_verb = list("chopped", "sliced", "cut", "zandatsu'd") /obj/item/nullrod/scythe/spellblade icon_state = "spellblade" item_state = "spellblade" icon = 'icons/obj/guns/magic.dmi' name = "dormant spellblade" desc = "The blade grants the wielder nearly limitless power...if they can figure out how to turn it on, that is." hitsound = 'sound/weapons/rapierhit.ogg' /obj/item/nullrod/scythe/talking name = "possessed blade" icon_state = "talking_sword" item_state = "talking_sword" desc = "When the station falls into chaos, it's nice to have a friend by your side." attack_verb = list("chopped", "sliced", "cut") hitsound = 'sound/weapons/rapierhit.ogg' var/possessed = FALSE /obj/item/nullrod/scythe/talking/attack_self(mob/living/user) if(possessed) return to_chat(user, "You attempt to wake the spirit of the blade...") possessed = TRUE var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as the spirit of [user.real_name]'s blade?", ROLE_PAI, 0, 100) var/mob/dead/observer/theghost = null if(candidates.len) theghost = pick(candidates) var/mob/living/simple_animal/shade/sword/S = new(src) S.real_name = name S.name = name S.ckey = theghost.ckey var/input = stripped_input(S,"What are you named?", ,"", MAX_NAME_LEN) if(src && input) name = input S.real_name = input S.name = input else to_chat(user, "The blade is dormant. Maybe you can try again later.") possessed = FALSE /obj/item/nullrod/scythe/talking/Destroy() for(var/mob/living/simple_animal/shade/sword/S in contents) to_chat(S, "You were destroyed!") S.ghostize() qdel(S) return ..() /obj/item/nullrod/hammmer name = "relic war hammer" icon_state = "hammeron" item_state = "hammeron" desc = "This war hammer cost the chaplain fourty thousand space dollars." slot_flags = SLOT_BELT w_class = WEIGHT_CLASS_HUGE attack_verb = list("smashed", "bashed", "hammered", "crunched") /obj/item/nullrod/chainsaw name = "chainsaw hand" desc = "Good? Bad? You're the guy with the chainsaw hand." icon_state = "chainsaw1" item_state = "mounted_chainsaw" w_class = WEIGHT_CLASS_HUGE flags = NODROP | ABSTRACT sharp = 1 attack_verb = list("sawed", "torn", "cut", "chopped", "diced") hitsound = 'sound/weapons/chainsaw.ogg' /obj/item/nullrod/clown name = "clown dagger" icon = 'icons/obj/wizard.dmi' icon_state = "clownrender" item_state = "gold_horn" desc = "Used for absolutely hilarious sacrifices." hitsound = 'sound/items/bikehorn.ogg' sharp = 1 attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut", "honked") /obj/item/nullrod/whip name = "holy whip" desc = "What a terrible night to be in spess" icon_state = "chain" item_state = "chain" slot_flags = SLOT_BELT attack_verb = list("whipped", "lashed") hitsound = 'sound/weapons/slash.ogg' /obj/item/nullrod/whip/New() ..() desc = "What a terrible night to be on the [station_name()]." /obj/item/nullrod/whip/afterattack(atom/movable/AM, mob/user, proximity) if(!proximity) return if(ishuman(AM)) var/mob/living/carbon/human/H = AM if(is_shadow(H)) var/phrase = pick("Die monster! You don't belong in this world!!!", "You steal men's souls and make them your slaves!!!", "Your words are as empty as your soul!!!", "Mankind ill needs a savior such as you!!!") user.say("[phrase]") H.adjustBruteLoss(8) //Bonus damage /obj/item/nullrod/fedora name = "athiest's fedora" desc = "The brim of the hat is as sharp as your wit. Throwing it at someone would hurt almost as much as disproving the existence of God." icon_state = "fedora" item_state = "fedora" slot_flags = SLOT_HEAD icon = 'icons/obj/clothing/hats.dmi' force = 0 throw_speed = 4 throw_range = 7 throwforce = 20 /obj/item/nullrod/armblade name = "dark blessing" desc = "Particularly twisted deities grant gifts of dubious value." icon_state = "arm_blade" item_state = "arm_blade" flags = ABSTRACT | NODROP w_class = WEIGHT_CLASS_HUGE sharp = 1 /obj/item/nullrod/carp name = "carp-sie plushie" desc = "An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to recieve the blessing of Carp-Sie." icon = 'icons/obj/toy.dmi' icon_state = "carpplushie" item_state = "carp_plushie" force = 13 attack_verb = list("bitten", "eaten", "fin slapped") hitsound = 'sound/weapons/bite.ogg' var/used_blessing = FALSE /obj/item/nullrod/carp/attack_self(mob/living/user) if(used_blessing) return if(user.mind && (user.mind.assigned_role != "Chaplain" && user.mind.special_role != SPECIAL_ROLE_ERT)) return to_chat(user, "You are blessed by Carp-Sie. Wild space carp will no longer attack you.") user.faction |= "carp" used_blessing = TRUE /obj/item/nullrod/claymore/bostaff //May as well make it a "claymore" and inherit the blocking name = "monk's staff" desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, now used to harass the clown." w_class = WEIGHT_CLASS_BULKY force = 13 block_chance = 40 slot_flags = SLOT_BACK sharp = 0 hitsound = "swing_hit" attack_verb = list("smashed", "slammed", "whacked", "thwacked") icon_state = "bostaff0" item_state = "bostaff0" /obj/item/nullrod/tribal_knife name = "arrhythmic knife" icon_state = "crysknife" item_state = "crysknife" w_class = WEIGHT_CLASS_HUGE desc = "They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn." sharp = 1 slot_flags = null flags = HANDSLOW hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") /obj/item/nullrod/tribal_knife/New() ..() processing_objects.Add(src) /obj/item/nullrod/tribal_knife/Destroy() processing_objects.Remove(src) return ..() /obj/item/nullrod/tribal_knife/process() slowdown = rand(-2, 2) /obj/item/nullrod/pitchfork name = "unholy pitchfork" icon_state = "pitchfork0" item_state = "pitchfork0" w_class = WEIGHT_CLASS_NORMAL desc = "Holding this makes you look absolutely devilish." attack_verb = list("poked", "impaled", "pierced", "jabbed") hitsound = 'sound/weapons/bladeslice.ogg' sharp = 1 /obj/item/nullrod/rosary name = "prayer beads" icon_state = "rosary" item_state = null desc = "A set of prayer beads used by many of the more traditional religions in space.
Vampires and other unholy abominations have learned to fear these." force = 0 throwforce = 0 var/praying = 0 /obj/item/nullrod/rosary/New() ..() processing_objects.Add(src) /obj/item/nullrod/rosary/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) if(!iscarbon(M)) return ..() if(!user.mind || (user.mind.assigned_role != "Chaplain" && user.mind.special_role != SPECIAL_ROLE_ERT)) to_chat(user, "You are not close enough with [ticker.Bible_deity_name] to use [src].") return if(praying) to_chat(user, "You are already using [src].") user.visible_message("[user] kneels[M == user ? null : " next to [M]"] and begins to utter a prayer to [ticker.Bible_deity_name].", \ "You kneel[M == user ? null : " next to [M]"] and begin a prayer to [ticker.Bible_deity_name].") praying = 1 if(do_after(user, 150, target = M)) if(ishuman(M)) // This probably should not work on vulps. They're unholy abominations. var/mob/living/carbon/human/target = M if(target.mind) if(iscultist(target)) ticker.mode.remove_cultist(target.mind) // This proc will handle message generation. praying = 0 return if(target.mind.vampire && !target.mind.vampire.get_ability(/datum/vampire_passive/full)) // Getting a full prayer off on a vampire will interrupt their powers for a large duration. target.mind.vampire.nullified = max(120, target.mind.vampire.nullified + 120) to_chat(target, "[user]'s prayer to [ticker.Bible_deity_name] has interfered with your power!") praying = 0 return if(prob(25)) to_chat(target, "[user]'s prayer to [ticker.Bible_deity_name] has eased your pain!") target.adjustToxLoss(-5) target.adjustOxyLoss(-5) target.adjustBruteLoss(-5) target.adjustFireLoss(-5) praying = 0 else to_chat(user, "Your prayer to [ticker.Bible_deity_name] was interrupted.") praying = 0 /obj/item/nullrod/rosary/process() if(ishuman(loc)) var/mob/living/carbon/human/holder = loc if(src == holder.l_hand || src == holder.r_hand) // Holding this in your hand will for(var/mob/living/carbon/human/H in range(5)) if(H.mind.vampire && !H.mind.vampire.get_ability(/datum/vampire_passive/full)) H.mind.vampire.nullified = max(5, H.mind.vampire.nullified + 2) if(prob(10)) to_chat(H, "Being in the presence of [holder]'s [src] is interfering with your powers!") /obj/item/nullrod/salt name = "Holy Salt" icon = 'icons/obj/food/containers.dmi' icon_state = "saltshakersmall" desc = "While commonly used to repel some ghosts, it appears others are downright attracted to it." force = 0 throwforce = 0 var/ghostcall_CD = 0 /obj/item/nullrod/salt/attack_self(mob/user) if(!user.mind || (user.mind.assigned_role != "Chaplain" && user.mind.special_role != SPECIAL_ROLE_ERT )) to_chat(user, "You are not close enough with [ticker.Bible_deity_name] to use [src].") return if(!(ghostcall_CD > world.time)) ghostcall_CD = world.time + 3000 //deciseconds..5 minutes user.visible_message("[user] kneels and begins to utter a prayer to [ticker.Bible_deity_name] while drawing a circle with salt!", \ "You kneel and begin a prayer to [ticker.Bible_deity_name] while drawing a circle!") notify_ghosts("The Chaplain is calling ghosts to [get_area(src)] with [name]!", source = src) else to_chat(user, "You need to wait before using [src] again.") return /obj/item/nullrod/rosary/bread name = "prayer bread" icon = 'icons/obj/food/food.dmi' icon_state = "baguette" desc = "a staple of worshipers of the Silentfather, this holy mime artifact has an odd effect on clowns." /obj/item/nullrod/rosary/bread/process() if(ishuman(loc)) var/mob/living/carbon/human/holder = loc //would like to make the holder mime if they have it in on thier person in general if(src == holder.l_hand || src == holder.r_hand) // Holding this in your hand will for(var/mob/living/carbon/human/H in range(5)) if(H.mind.assigned_role == "Clown") H.Silence(10) animate_fade_grayscale(H,20) if(prob(10)) to_chat(H, "Being in the presence of [holder]'s [src] is interfering with your honk!") /obj/item/nullrod/missionary_staff name = "holy staff" desc = "It has a mysterious, protective aura." description_antag = "This seemingly standard holy staff is actually a disguised neurotransmitter capable of inducing blind zealotry in its victims. It must be allowed to recharge in the presence of a linked set of missionary robes. Activate the staff while wearing robes to link, then aim the staff at your victim to try and convert them." reskinned = TRUE reskin_selectable = FALSE icon_state = "godstaff-red" item_state = "godstaff-red" w_class = WEIGHT_CLASS_HUGE force = 5 slot_flags = SLOT_BACK block_chance = 50 var/team_color = "red" var/obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/robes = null //the robes linked with this staff var/faith = 99 //a conversion requires 100 faith to attempt. faith recharges over time while you are wearing missionary robes that have been linked to the staff. /obj/item/nullrod/missionary_staff/New() team_color = pick("red", "blue") icon_state = "godstaff-[team_color]" item_state = "godstaff-[team_color]" name = "[team_color] holy staff" /obj/item/nullrod/missionary_staff/Destroy() if(robes) //delink on destruction robes.linked_staff = null robes = null return ..() /obj/item/nullrod/missionary_staff/attack_self(mob/user) if(robes) //as long as it is linked, sec can't try to meta by stealing your staff and seeing if they get the link error message return 0 if(!ishuman(user)) //prevents the horror (runtimes) of missionary xenos and other non-human mobs that might be able to activate the item return 0 var/mob/living/carbon/human/missionary = user if(missionary.wear_suit && istype(missionary.wear_suit, /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe)) var/obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/robe_to_link = missionary.wear_suit if(robe_to_link.linked_staff) to_chat(missionary, "These robes are already linked with a staff and cannot support another. Connection refused.") return 0 robes = robe_to_link robes.linked_staff = src to_chat(missionary, "Link established. Faith generators initialized. Go spread the word.") faith = 100 //full charge when a fresh link is made (can't be delinked without destroying the robes so this shouldn't be an exploitable thing) return 1 else to_chat(missionary, "You must be wearing the missionary robes you wish to link with this staff.") return 0 /obj/item/nullrod/missionary_staff/afterattack(mob/living/carbon/human/target, mob/living/carbon/human/missionary, flag, params) if(!ishuman(target) || !ishuman(missionary)) //ishuman checks return if(target == missionary) //you can't convert yourself, that would raise too many questions about your own dedication to the cause return if(!robes) //staff must be linked to convert to_chat(missionary, "You must link your staff to a set of missionary robes before attempting conversions.") return if(!missionary.wear_suit || missionary.wear_suit != robes) //must be wearing the robes to convert return if(faith < 100) to_chat(missionary, "You don't have enough faith to attempt a conversion right now.") return to_chat(missionary, "You concentrate on [target] and begin the conversion ritual...") if(!target.mind) //no mind means no conversion, but also means no faith lost. to_chat(missionary, "You halt the conversion as you realize [target] is mindless! Best to save your faith for someone more worthwhile.") return to_chat(target, "Your mind seems foggy. For a moment, all you can think about is serving the greater good... the greater good...") if(do_after(missionary, 80)) //8 seconds to temporarily convert, roughly 3 seconds slower than a vamp's enthrall, but its a ranged thing if(faith < 100) //to stop people from trying to exploit the do_after system to multi-convert, we check again if you have enough faith when it completes to_chat(missionary, "You don't have enough faith to complete the conversion on [target]!") return if(missionary in viewers(target)) //missionary must maintain line of sight to target, but the target doesn't necessary need to be able to see the missionary do_convert(target, missionary) else to_chat(missionary, "You lost sight of the target before they could be converted!") faith -= 25 //they escaped, so you only lost a little faith (to prevent spamming) else //the do_after failed, probably because you moved or dropped the staff to_chat(missionary, "Your concentration was broken!") /obj/item/nullrod/missionary_staff/proc/do_convert(mob/living/carbon/human/target, mob/living/carbon/human/missionary) var/convert_duration = 6000 //10 min if(!target || !ishuman(target) || !missionary || !ishuman(missionary)) return if(ismindslave(target) || target.mind.zealot_master) //mindslaves and zealots override the staff because the staff is just a temporary mindslave to_chat(missionary, "Your faith is strong, but their mind is already slaved to someone else's ideals. Perhaps an inquisition would reveal more...") faith -= 25 //same faith cost as losing sight of them mid-conversion, but did you just find someone who can lead you to a fellow traitor? return if(ismindshielded(target)) faith -= 75 to_chat(missionary, "Your faith is strong, but their mind remains closed to your ideals. Your resolve helps you retain a bit of faith though.") return else if(target.mind.assigned_role == "Psychiatrist" || target.mind.assigned_role == "Librarian") //fancy book lernin helps counter religion (day 0 job love, what madness!) if(prob(35)) //35% chance to fail to_chat(missionary, "This one is well trained in matters of the mind... They will not be swayed as easily as you thought...") faith -=50 //lose half your faith to the book-readers return else to_chat(missionary, "You successfully convert [target] to your cause. The following grows because of your faith!") faith -= 100 else if(target.mind.assigned_role == "Civilian") if(prob(55)) //55% chance to take LESS faith than normal, because civies are stupid and easily manipulated to_chat(missionary, "Your message seems to resound well with [target]; converting them was much easier than expected.") faith -= 50 else //45% chance to take the normal 100 faith cost to_chat(missionary, "You successfully convert [target] to your cause. The following grows because of your faith!") faith -= 100 else //everyone else takes 100 faith cost because they are normal to_chat(missionary, "You successfully convert [target] to your cause. The following grows because of your faith!") faith -= 100 //if you made it this far: congratulations! you are now a religious zealot! target.mind.make_zealot(missionary, convert_duration, team_color) target << sound('sound/misc/wololo.ogg', 0, 1, 25) missionary.say("WOLOLO!") missionary << sound('sound/misc/wololo.ogg', 0, 1, 25)