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2025-02-05 05:07:27 +03:00

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//This file contains all of the code for the map-specific things like items, techwebs, and reagents.
//Sprites are located in their relevant files, notably suit.dmi, head.dmi, items_and_weapons.dmi, syringe.dmi, tools.dmi, growing.dmi, harvest.dmi, seeds.dmi, library.dmi staves_left/righthanded.dmi, stock_parts.dmi, simple_human.dmi, food.dmi, soupsalad.dmi, and pizzaspaghetti.dmi
//This is also an excuse to keep everything together so merging won't be a pain in my a-
//Complex Areas
/area/awaymission/complex
name = "Complex"
icon_state = "away"
always_unpowered = FALSE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
requires_power = TRUE
ambientsounds = AWAY_MISSION
area_flags = UNIQUE_AREA | NO_ALERTS | CULT_PERMITTED | CULTMAGIC_BYPASS
outdoors = FALSE
/area/awaymission/complex/exterior
name = "Exterior Complex Grounds"
icon_state = "away1"
outdoors = TRUE
/area/awaymission/complex/gateway
name = "Nanotrasen Outpost"
icon_state = "awaycontent2"
/area/awaymission/complex/gatehouse
name = "Security Gatehouse"
icon_state = "awaycontent3"
/area/awaymission/complex/cultcabin
name = "Occult Hideout"
icon_state = "awaycontent4"
/area/awaymission/complex/woodcabin
name = "Woodland Cabin"
icon_state = "awaycontent5"
/area/awaymission/complex/security
name = "Security Substation"
icon_state = "awaycontent6"
/area/awaymission/complex/prison
name = "Detention Center"
icon_state = "awaycontent7"
/area/awaymission/complex/cultholdout
name = "Occult Stronghold"
icon_state = "awaycontent8"
/area/awaymission/complex/thewall
name = "Substation02"
icon_state = "awaycontent9"
/area/awaymission/complex/engineering
name = "Engineering Substation"
icon_state = "awaycontent10"
/area/awaymission/complex/outpost
name = "Substation01"
icon_state = "awaycontent11"
/area/awaymission/complex/mainfacility
name = "Primary Complex"
icon_state = "awaycontent12"
/area/awaymission/complex/logistics
name = "Logistics Department"
icon_state = "awaycontent13"
/area/awaymission/complex/dorms
name = "Dormitories"
icon_state = "awaycontent14"
/area/awaymission/complex/minerhouse
name = "Miner Housing/Processing"
icon_state = "awaycontent15"
/area/awaymission/complex/facilityresearch
name = "Research Department"
icon_state = "awaycontent16"
/area/awaymission/complex/medical
name = "Medical Department"
icon_state = "awaycontent17"
/area/awaymission/complex/command
name = "Command Facilities"
icon_state = "awaycontent18"
/area/awaymission/complex/hydroponics
name = "Hydroponics Substation"
icon_state = "awaycontent19"
/area/awaymission/complex/janitorial
name = "Waste Processing Substation"
icon_state = "awaycontent20"
/area/awaymission/complex/miningcamp
name = "Mining Encampment"
icon_state = "awaycontent21"
/area/awaymission/complex/cultfacility
name = "Occult Research Complex"
icon_state = "awaycontent22"
ambientsounds = REEBE
/area/awaymission/complex/research
name = "Xenoarcheology Substation"
icon_state = "awaycontent23"
ambientsounds = REEBE
/area/awaymission/complex/greenhouse
name = "Occult Greenhouse"
icon_state = "awaycontent24"
ambientsounds = REEBE
/area/awaymission/complex/gravgen
name = "Mercenary Administrations"
icon_state = "awaycontent25"
requires_power = FALSE
//Lore Papers/Logs
/obj/item/disk/holodisk/complex
name = "Critical Request"
preset_image_type = /datum/preset_holoimage/nanotrasenprivatesecurity
preset_record_text = {"
NAME Security Officer
DELAY 10
SAY Use holodisks more!
DELAY 30;"}
/obj/item/disk/holodisk/complex/welcomeagent
name = "Mission Briefing - A.G.R Complex"
preset_image_type = /datum/preset_holoimage/nanotrasenprivatesecurity
preset_record_text = {"
NAME Levine Terrace
DELAY 10
SAY Greetings, Agent. If you're listening to this, chances are you've chosen, or been chosen to act as the Expeditionary Force for this mission. As such, let me give you a quick briefing.
DELAY 45
SAY Approximately 3 months ago, we lost contact with this facility, known as the AGR Complex. Investigations determined recently that the loss of communication frequencies coincides with common sabotage methods used by the Syndicate.
DELAY 60
SAY As such, we've been authorized to deploy a small team to personally investigate the facility, and hopefully recover any equipment or personnel along the way.
DELAY 45
SAY Given the circumstances, we expect some resistance. So, if you haven't already, I would recommend grabbing some weapons prior to exiting the outpost. Just east of here you'll locate the inner checkpoint into the rest of the compound. Start from there.
DELAY 60
SAY The other staff here will maintain the outpost and ensure the gateway remains active. If you uncover anything notable regarding what happened here, report it to your commanding officer once the investigation concludes. Good luck, agent.
DELAY 30;"}
/obj/item/disk/holodisk/complex/securitylog
name = "A.R.S Security Log, 4.26.XX"
preset_image_type = /datum/preset_holoimage/nanotrasenprivatesecurity
preset_record_text = {"
NAME Automated Reporting System
DELAY 10
SAY CONTENT LOG,
DELAY 8
SAY DATE: 04/26/XX BLUESPACE ABSOLUTE TIME
DELAY 8
SAY LOGGED TIMESTAMPS
DELAY 30
SAY 06:00
DELAY 8
SAY Routine Systems Check: Nominal
DELAY 30
SAY 12:00
DELAY 8
SAY Routine Systems Check: Nominal
DELAY 30
SAY 15:27
DELAY 8
SAY Alert! Transmission Error detected at:
DELAY 8
SAY ST.ENG.TELECOMMUNICATIONS
DELAY 8
SAY Contact Engineering Department!
DELAY 30
SAY 17:36
DELAY 8
SAY Alert! Two unknown craft detected on radar,
DELAY 8
SAY Coordinates: 37.28573, -15.69203, 31.57198, -11.01937
DELAY 8
SAY Automated Defensive Systems notified!
DELAY 30
SAY 17:38
DELAY 8
SAY Alert! Weapons System Error detected at:
DELAY 8
SAY ST.SEC.ANTIAIRFORTIFICATION
DELAY 8
SAY Contact Engineering Department!
DELAY 30
SAY 18:00
DELAY 8
SAY Routine Systems Check: Warning!
DELAY 8
SAY Equipment Failure Detected:
DELAY 8
SAY TC.BROADCAST
DELAY 8
SAY TC.RECIEVING
DELAY 8
SAY SW.ANTIAIRCANNON01
DELAY 8
SAY SW.ANTIAIRCANNON02
DELAY 8
SAY SC.STMAINCONFERENCE
DELAY 8
SAY SC.STMAINCAPTAINOFFICE
DELAY 8
SAY SC.SUBSTATION02
DELAY 30
SAY 18:01
DELAY 8
SAY Warning! Equipment Failures exceeding standard operational capacity!
DELAY 8
SAY Logging ARS File for maintenance and investigation!
DELAY 20;"}
/obj/item/paper/fluff/awaymissions/complex
name = "Complex Papers"
info = "AGR COMPLEX? I find it quite simple."
/obj/item/paper/fluff/awaymissions/complex/cabinmessage
name = "Dear Maria"
info = {"Hey Honey! Writing this in advance, I wanted to let you know what I've been up to recently! Remember what I told you about work relaxing a bit after they found that weird thing in the mountain? Well we haven't gotten many major assignments because of it, so I had time to build something!
You always wanted a little cabin, right? Anyway, it's just about done by the time I'm writing this, so it may be a few months until you get to see it, but I'll make sure to keep it clean for when you visit!<br><br>Can't wait to see you!<br>Elliot"}
/obj/item/paper/fluff/awaymissions/complex/preperation
name = "Preparation"
info = {"It had been a disastrous month. The thieves and heretics have finally quieted, undone by their own infighting and disbelief. They remain still, clinging to their wretched fortifications separating us from what is rightfully ours.
But now that they've relented, we have finally gathered enough brothers and sisters to breach their most prized defense. Soon we shall strike, strike with righteous fury in the name of the almighty!
And soon, with the bodies of their fallen, we will raze that pitiful fortress we once called home, until all that remains in this wretched valley is all those faithful.<br><br>It is just a matter of time. And our lord is patient.<br>Just the press of a button, and our victory is assured."}
/obj/item/paper/fluff/awaymissions/complex/journal
name = "Reporting Journal"
info = {"Date is 4/22/XX.<br>Expediting my monthly report on request of the C.O.<br>This month has seen an increase in suspicious activity from some of the research and mining crew. Half of the research staff have been stationed at or near the target come last week, and a few of us have noticed that those working on it from the start are having issues keeping up with their schedule back at the central station.
H.O.Ps not happy about it, but apparently orders from up above are keeping as many researchers there as possible. Securitys been acting antsy recently, since HC refuses to divert more security to the target. Better for us, atleast.
Medicals been having issues, too. Been getting a lot of odd injuries and psychosis incidents, mostly from the miners. Stranger though, theres been less need for the cloner. Not sure if the miners just got sick of dying or what, but with the upgrade we got recently, you would think NT had prepared for worse.<br><br>
As for strictly mission-relevant information, Ive started preparing for the main assault. Work might be sloppy given the time constraint, but be assured that all communications and those AA guns will be offline prior to the arrival of the assault team. Everything should be fine, assuming we arent sending assault pods.<br><br>
P.S: Would have sent this report sooner, but a cave-in happened at my last hideout, so I had to make do. Left a weapon and some prototypes there, so we may want to recover those prior to extraction. It was getting crowded anyway, with everyone lurking around medical."}
/obj/item/paper/fluff/awaymissions/complex/finalthoughts
name = "Final Thoughts"
info = {"The date is 4/27/XX. Prior to writing, around a day ago, I had been sent, alongside my team to execute a contract. Details are unimportant, given the circumstances I was in. We had been told that the Anti Air defenses this facility had wouldve been disabled before we landed, but clearly our implant had done a shitty job.
I wont lie, I have no idea how I survived, but at this point Im starting to wish I didnt. Im not sure wholl find this, since all Ive got for company is a pAI. Wanted to bring em on their first mission. Brilliant idea THAT was.<br><br>
Getting cold here. Wish I had packed more rations, or maybe a flare. I probably wont get out alive here. Even if my squad survived the landing, Im not sure if theyd know where to find me.<br><br>
So, to anyone who finds this. Id appreciate being revived, if my dying words are enough to convince you of doing that. If not, at least just take the pAI. It's earned better than this. It has to me, atleast."}
/obj/item/paper/fluff/awaymissions/complex/engineeringlog
name = "A.R.S Log, 4.28.XX"
info = {"*Most of the paper is an uninteresting collection of error logs, except for the bottom...*<br><br>
22:47,<br>
Notice! Communication Logs have been collected from an Irregular Frequency! <br>RECEIVING experiencing significant malfunction, translated logs may be incomplete! Immedient repairs necessary to continue the proper function of the broadcasting system!<br><br>
Recorded Log:<br>Date: 4/29/XX<br>Time: 22:46 B.A.T<br>Vessel: E.M.C Absolver'<br>I.F.F Status: Hostile<br><br>
'Absolver to $*)!@#&-Command Station, reporting no radio communications from Fireteams Titan and Callisto. Video Surveillance has determined that the squads inserted before the Anti-Air Defenses could be disabled, and %*!@)#s Pod suffered substantial damage.<br>
Surveillance of the target area soon after insertion showed a significant buildup of an !)*&#@! hostile force, inconsistent with our previous intelligence. It is highly likely that both fireteams are incapable of completing current mission objectives.<br>
Flares from the A.O have been spotted, however with no way to contact ##)*!)*$-ces and a higher-than-expected number of N.T Staff spotted throughout the Complex, we cannot perform a rescue operation without a significant threat of- @%*$)*!&. Requesting reinforcements to execute a safe operation, or authorization to scuttle the target.'<br><br>
Command Station to Absolver. Request denied. Other forces in the area are !)@*$&!@ and cannot assist you at this time. Well dispatch a secondary unit to continue the operation, or $*!@#% whoever is left when available.<br>
R.T.B. The client is expecting a top-quality job here, so well do our best to justify this delay. Do not proceed with bombardment until the secondary force has left the A.O. $*!)@# Titan and Callisto are to be considered M.I.A until further investigation.'"}
/obj/item/paper/fluff/awaymissions/complex/leaderreport
name = "After Ation Report"
info = {"This is Commander Artyom Volkov, Squad Leader for fireteams Titan and Callisto.<br>Date is 4/28/XX, 14:00 Bluespace Time.<br>
Our mission involved inserting into the facility known as the Archeological and Geological Research Complex and extracting an unknown botanical package, codenamed Green Thumb. Insertion would have been done via Assault Pod towards the southern facility grounds, wherein all hostile forces, be them security or civilian, were to be eliminated, and the package extracted from the deepest part of the ruins that Nanotrasen had uncovered.<br>
Lastly, the package, all remaining personnel, including assault troops and undercover operatives, were to be extracted outside the ruins via the drop vessel, the E.M.C Absolver. The mission did not go as planned.<br><br>
Not only had the undercover implant failed to fully disable the anti-air weaponry in the area, they had failed to notify us of what appeared to be a very clear and present occult threat in the A.O. What happened next could only be described as a fucking mess, forgive my unprofessional language.<br>
Neither assault pod landed in their intended location! Callisto landed on a substation between their Engineering and Security facilities, and Titans pod landed dead-center in the main facility! The only thing that prevented both squads from being entirely wiped out was what appeared to be a revolt, which turned out to be the aforementioned occult threat.<br>
The three-way engagement between NT security forces, our own forces, and the cultists allowed us to set up a strongpoint in the main facility. After multiple hours of this living hellscape, we were able to force both factions to retreat, scattering the cultists and pushing the security forces and their sympathizers out into one of the secondary facilities.<br>
Weve been able to control the civilians as of now, but with multiple wounded and heavy resistance towards the southern end of the facility, there was no way we had the manpower to proceed to the objective.<br><br>
If my opinion on this operation was not evident enough, I am hereby requesting either reinforcements or extraction as soon as possible. Ive already ignited our signal flares, but have seen no response. I am going to attempt to get this report out via any means possible, however short of flashing the Absolver in Morse, that may take a while."}
/obj/item/paper/fluff/awaymissions/complex/bureaucracy
name = "RE: Construction Notice"
info = {"*The above paper has mostly been redacted, however a response is still visible...*<br><br><br>
Hello. This is Captain Mandela, recently appointed as the primary site manager of the A.G.R Complex. I am writing as I have some questions and concerns regarding the state of this facility, as numerous safety concerns have been relayed to me by other members of this facilitys command staff.<br><br>
What might be the most notable concern is the quality of this facilitys construction. It has been levied to me that the R&D Division has chosen to outsource construction to Theseus Contracting LLC, as they quote, 'Are specialty contractors primarily operating within this region of space, highly qualified in constructing facilities in hazardous environments.'<br>
Which is primarily true, however you had neglected to mention that this company specialized in space station construction, not planet-side construction, where they were only adequate at, given my research. As the likely result of this, the facility grounds are not properly optimized for this environment, with the electrical systems haphazardly placed in the elements, and heavily outdated telecommunications equipment.<br>
I have received numerous complaints from my Chief Engineer regarding constant maintenance, and we have not been given modern atmospheric systems, rather just sets of space heaters!<br><br>
Furthermore, safety concerns have risen amongst the mining and research staff. Notably, a lack of proper weaponry and protective gear to deal with constant threats from mining hazards and wildlife in the area, with security forces being too stretched to secure the most heavily traveled routes among the complex.<br><br>
Lastly, we had been told that the archeological value of this site was due to a supposed religious presence in the area, of what kind I have not been informed of, however this facility has not been appointed a chaplain. While this may be a minor concern, it is odd to me that most stations are staffed with at least one chaplain at all times, however a facility researching apparent religious history would not be given one?<br><br>
In summary, I am concerned that this facility has not been built to Nanotrasen Standard, and has been woefully neglected proper equipment and staff that are present in many other stations.<br>
I have been informed that the blueprints and authorization for this complex were authorized by you alone, which, and I do not mean to offend, may have resulted in overlooking certain standards that would ensure the safe and efficient operation of this facility.<br><br>Regards,<br>Captain Mandela"}
/obj/item/paper/fluff/awaymissions/complex/madlogistician
name = "Security Notice - Theft"
info = {"Logistician Albert Terrace here, of the mining camp south of the main station. Id like to file a complaint and/or request a formal investigation as to the amount of equipment and material thats been lost recently. On a near daily basis, crates of highly valuable research material and some resources have been late to their scheduled delivery, or outright lost in transit!
There is ONE, SINGULAR, ROUTE. There is ONE ROAD between every single substation in this damned place! There is no way in hell these miners and research staff are getting LOST. We've even put those lamp signs up! Ive even heard the absolutely ASININE excuse of being driven off by bears. BEARS! Every single miner in this facility has the capability and equipment to kill a few BEARS.<br>
90% of every shipment is sent by miners, or a team of miners and researchers. I am saddened to say I am not certain as to who specifically is continually doing this, as my shipment data doesnt include names of the package handlers. I have no idea what these staff have to gain from smuggling ores and research data given how ALL of our supply shuttles land on the exterior grounds under heavy watch!<br><br>
Not only this, these continuous missteps have gotten me in hot water with the Quartermaster, when I have continuously ensured that every piece of documentation was correct, and every shipment had LEFT on time! It is not my responsibility to babysit grown adults who clearly cannot be trusted to hold a pickaxe right-side-up, let alone move a crate a mile down the road!<br><br>
I swear, if I hear of ONE more lost shipment, Im tearing out the alcohol from these reward vendors with my bare hands. The withdrawal would kill them easier than I could.<br><br>
...For legal reasons I am in no way threatening to kill my co-workers.<br>...The alcohol thing is probably going to happen though."}
/obj/item/paper/fluff/awaymissions/complex/researchnotes
name = "Research Log, 4/13/XX, Subject 'Green Thumb'"
info = {"This log marks the end of the past 14 days of extensive research regarding Green Thumb. Tests and various recovered documentation from the occult foundry have confirmed our hypothesis regarding the nature of the plant itself. Analysis onto the soil substrate determined a high concentration of minerals coinciding with the primary material of the previously established occult presence in the region.<br>
Weve determined that under strict conditions, the plant is capable of rapid expansion without the need for traditional sexual reproductive systems.<br><br>
While the specific intention behind the clearly bio-engineered organism is not known, it is highly likely that it was intended for use as a botanic bio-weapon, seemingly capable of spreading and converting areas on its own. Weve inferred this for a few reasons, however most notably would be a specific organelle within each plants cell structure, which has been documented intaking the high concentrations of specific mineral.<br>
This material is then processed and excreted into a liquid chemical that it pushes along its internal structure. Given that this material is not expelled from the plant, as well as the stringent flourishing conditions, its likely that this project was never completed.<br><br>
As for the compound it excretes, weve discovered various occult effects, such as violent reactions with holy water and psychosis when injected into human subjects. Further trials await regarding other species, as well as if it possesses any more beneficial effects.<br><br>
Currently, trials would indicate that, unless we find any value in spreading occult influence, it would be dangerous to invest significantly into this project without serious safety protocols that this facility does not possess."}
/obj/item/paper/fluff/awaymissions/complex/cultresearchnotes
name = "Occult Research"
info = {"*Most of the page is a mix of botanical jargon and occult ramblings that don't seem important, but a portion on the bottom seems more legible.*<br><br>
We have finally recieved the package from another sect. It would seem as though our ideas were stolen by those filthy acolytes, as they attempt to replicate our success. Pitiful. The heinous magic inside this seed is dangerous and unpleasant, but we are not yet done studying it. If this is all those fools can produce, something so meek and ineffecient, then we have little to worry. But, it is still not without risk.<br>
Until it is needed again, or, I hope and pray, it needs to be destroyed, it shall be entombed here under the watch of our sigils and guardians."}
/obj/item/paper/fluff/awaymissions/complex/ohidontneedagravitygenhere
name = "Notice to Command"
info = "E.M.C Research Subdivision to High Command, reporting new discoveries regarding the AGR Complex.<br><br>Research reveals that localized gravitational assistance is no longer necessary due to the presence of proper gravity on the planets surface."
//Mobs
/mob/living/simple_animal/hostile/cultist_remnant
name = "Cultist Remnant"
desc = "Deranged survivors of the calamity that struck the complex, they attack all but others like them in vain hope that their god will answer their plea."
maxHealth = 150
health = 150
icon = 'modular_splurt/icons/mob/simple_human.dmi'
icon_state = null
icon_living = null
move_to_delay = 2
harm_intent_damage = 15
obj_damage = 20
melee_damage_lower = 20
melee_damage_upper = 10
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
a_intent = INTENT_HARM
speak_emote = list("chants")
attack_sound = 'sound/weapons/bladeslice.ogg'
aggro_vision_range = 9
turns_per_move = 5
gold_core_spawnable = HOSTILE_SPAWN
faction = null
footstep_type = FOOTSTEP_MOB_SHOE
weather_immunities = list("ash")
minbodytemp = 0
maxbodytemp = INFINITY
speak_chance = 12
atmos_requirements = list("min_oxy" = 1, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 1500
loot = list(/obj/effect/decal/remains/human)
/mob/living/simple_animal/hostile/cultist_remnant/clock
icon_state = "cultremnantclock"
icon_living = "cultremnantclock"
faction = list("ratvar")
speak = list("Urergvpf!", "Nyzvtugl Ratvar, V funyy fgevxr gurz qbja!", "Snpr zr, urergvpf!", "Lbh pnaabg uvqr sberire!")
/mob/living/simple_animal/hostile/cultist_remnant/clock/Aggro()
..()
summon_backup(15)
say("Sbhaq lbh, urergvp!!")
/mob/living/simple_animal/hostile/cultist_remnant/blood
icon_state = "cultremnantblood"
icon_living = "cultremnantblood"
faction = list("cult")
speak = list("Sha'uloft, tarat'h!.", "Farah'eth, usinar...", "Khari'eske, savrae'il'mah...", "Ethra'abis!")
/mob/living/simple_animal/hostile/cultist_remnant/blood/Aggro()
..()
summon_backup(15)
say("Forbici! Keriam!!")
/mob/living/simple_animal/hostile/cultist_remnant/commander
name = "Cultist Commander"
desc = "A calm-headed commander of the local cult forces. While clearly hostile, their demeanor is surprisingly neutral to you."
maxHealth = 200
health = 200
melee_damage_lower = 30
melee_damage_upper = 15
speak_chance = 15
/mob/living/simple_animal/hostile/cultist_remnant/commander/clock
icon_state = "cultremnantclock"
icon_living = "cultremnantclock"
faction = list("ratvar")
speak = list("Urergvpf. You would be better to cooperate.","Praise Rat'var, and perhaps he shall grant you his mercy.","Do what you know is right, heretic.","If you must slay us, grant us one final victory against these intruders.")
/mob/living/simple_animal/hostile/cultist_remnant/commander/blood
icon_state = "cultremnantblood"
icon_living = "cultremnantblood"
faction = list("cult")
speak = list("Ethra'abis. Nonbeliever, you would do well to cooperate.", "Though the Geometer's might, with sanguine fury, we would've decended upon these beasts..", "Spill more blood in her name, heretic!", "So be it, slay me, and cast our forces to those thieving dogs!")
/mob/living/simple_animal/hostile/russian/remnant
name = "Nanotrasen Defector"
desc = "A surviving staff member of the complex, turning on the company to survive with what remained of the mercenary force that attacked them."
icon = 'modular_splurt/icons/mob/simple_human.dmi'
icon_state = "defectormelee"
icon_living = "defectormelee"
weather_immunities = list("snow")
loot = list(/obj/effect/mob_spawn/human/corpse/russian/remnant,
/obj/item/melee/baseball_bat)
speak_chance = 6
atmos_requirements = list("min_oxy" = 1, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 1500
vision_range = 5
see_in_dark = 3
aggro_vision_range = 9
wander = 1
speak = list("Oi, I see somethin' over here!", "Ey! Get back here!", "Watch it!", "Cmon, bitch!")
emote_see = list("twirls their bat.", "takes a few practice swings.", "shivers")
/mob/living/simple_animal/hostile/russian/ranged/remnant
name = "Nanotrasen Defector"
desc = "A surviving staff member of the complex, turning on the company to survive with what remained of the mercenary force that attacked them. This one found a gun!"
icon = 'modular_splurt/icons/mob/simple_human.dmi'
icon_state = "defectorranged"
icon_living = "defectorranged"
weather_immunities = list("snow")
casingtype = /obj/item/ammo_casing/c9mm
check_friendly_fire = 1
loot = list(/obj/effect/mob_spawn/human/corpse/russian/ranged/remnant,
/obj/item/gun/ballistic/automatic/pistol/m9mmpistol)
speak_chance = 10
atmos_requirements = list("min_oxy" = 1, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 1500
vision_range = 5
see_in_dark = 3
aggro_vision_range = 9
wander = 1
speak = list("Ey! Spotted something!", "Outta my way!", "Let me line up a shot!", "Move, damnit!")
emote_see = list("checks their ammunition.", "adjusts their sights.", "huffs")
/mob/living/simple_animal/hostile/russian/ranged/mosin/remnant
name = "Mercenary Remnant"
desc = "A professional mercenary, abandoned after their mission went awry."
maxHealth = 200
health = 200
icon_state = "russianrangedelite"
icon_living = "russianrangedelite"
weather_immunities = list("snow")
check_friendly_fire = 1
loot = list(/obj/effect/mob_spawn/human/corpse/russian/ranged/mosin/remnant,
/obj/item/gun/ballistic/shotgun/boltaction)
casingtype = /obj/item/ammo_casing/a762
speak_chance = 12
dodging = TRUE
dodge_prob = 15
atmos_requirements = list("min_oxy" = 1, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 1500
vision_range = 9
aggro_vision_range = 9
speak = list("Blin. It's too cold out here.", "We've got word of contact, keep your eyes out.", "We've lost contact with the other team. Sledite za soboy!")
/mob/living/simple_animal/hostile/russian/ranged/mosin/remnant/Aggro()
..()
summon_backup(15)
say("Privet! We've got contact!")
/mob/living/simple_animal/hostile/russian/ranged/officer/remnant //Miniboss Enemy
name = "Mercenary Commander"
desc = "The leader of the mercenary force that sieged the complex, now in command of what remains of it."
maxHealth = 350
health = 350
icon = 'modular_splurt/icons/mob/simple_human.dmi'
icon_state = "russiancommander"
icon_living = "russiancommander"
weather_immunities = list("snow")
check_friendly_fire = 1
loot = list(/obj/effect/mob_spawn/human/corpse/russian/ranged/officer/remnant,
/obj/item/gun/ballistic/automatic/pistol/enforcergold)
casingtype = /obj/item/ammo_casing/c45/lethal
speak_chance = 12
dodging = TRUE
dodge_prob = 30
atmos_requirements = list("min_oxy" = 1, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 1500
vision_range = 9
aggro_vision_range = 9
speak = list("Goddamn dogs!", "Svoloch'! Come on!", "Davay, voz'mi svintsa!", "Bring it, sobaki!")
/mob/living/simple_animal/hostile/russian/ranged/officer/remnant/Aggro()
..()
summon_backup(15)
say("Sobaki kompanii! Get over here!")
/mob/living/simple_animal/hostile/nanotrasen/survivor
name = "Nanotrasen Survivor"
desc = "A surviving staff member of the complex, they may be happy to meet you."
icon = 'modular_splurt/icons/mob/simple_human.dmi'
icon_state = "nanotrasensurvivor"
icon_living = "nanotrasensurvivor"
faction = list("Station")
loot = list(/obj/effect/mob_spawn/human/corpse/nanotrasen/survivor)
speak = list("Finally, someone normal.", "We gotta get out of here, man.", "Watch for the mercs...", "Damn culties, screwed up everything!")
atmos_requirements = list("min_oxy" = 1, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 1500
/mob/living/simple_animal/hostile/nanotrasen/survivor/Aggro()
..()
summon_backup(15)
say("Cmon!")
/mob/living/simple_animal/friendly/nanotrasen
name = "Nanotrasen Scout"
desc = "A worker of this outpost. They seem disinterested in you."
icon = 'modular_splurt/icons/mob/simple_human.dmi'
icon_state = "nanotrasenscout"
icon_living = "nanotrasenscout"
icon_dead = null
icon_gib = "syndicate_gib"
faction = list("Station")
weather_immunities = list("snow")
emote_see = list("tinkers with machinery.", "brushes snow off of themself.", "huffs")
speak_chance = 4
turns_per_move = 5
see_in_dark = 6
a_intent = INTENT_HELP
response_help_continuous = "pokes"
response_help_simple = "poke"
response_disarm_continuous = "gently shoves"
response_disarm_simple = "gently shoves"
response_harm_continuous = "kicks"
response_harm_simple = "kick"
atmos_requirements = list("min_oxy" = 1, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = 1500
unsuitable_atmos_damage = 15
speak = list("Oh, hi.", "Finally, they sent someone to handle this.", "Damn thing keeps breaking...", "Be careful up there.")
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
loot = list(/obj/effect/mob_spawn/human/corpse/nanotrasen/scout)
//Corpses/Outfits
/obj/effect/mob_spawn/human/corpse/russian/remnant
name = "Nanotrasen Defector"
outfit = /datum/outfit/russiancorpse/remnant
/datum/outfit/russiancorpse/remnant
name = "Nanotrasen Defector Corpse"
uniform = /obj/item/clothing/under/rank/security/detective/brown
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
ears = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas/glass
head = /obj/item/clothing/head/welding
gloves = /obj/item/clothing/gloves/color/black
/obj/effect/mob_spawn/human/corpse/russian/ranged/remnant
name = "Nanotrasen Defector"
outfit = /datum/outfit/russiancorpse/ranged/remnant
/datum/outfit/russiancorpse/ranged/remnant
name = "Nanotrasen Defector Corpse"
uniform = /obj/item/clothing/under/rank/cargo/miner/lavaland
suit = /obj/item/clothing/suit/armor/hos/platecarrier/makeshift
shoes = /obj/item/clothing/shoes/combat
ears = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas/sechailer
head = /obj/item/clothing/head/helmet
gloves = /obj/item/clothing/gloves/color/black
/obj/effect/mob_spawn/human/corpse/russian/ranged/mosin/remnant
name = "Mercenary Remnant"
outfit = /datum/outfit/russiancorpse/ranged/trooper
/obj/effect/mob_spawn/human/corpse/russian/ranged/officer/remnant
name = "Mercenary Commander"
outfit = /datum/outfit/russiancorpse/remnant/commander
/datum/outfit/russiancorpse/remnant/commander
name = "Mercenary Commander Corpse"
uniform = /obj/item/clothing/under/syndicate/camo
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/tackler/combat
ears = /obj/item/radio/headset
head = /obj/item/clothing/head/beret
mask = /obj/item/clothing/mask/mummy
/obj/effect/mob_spawn/human/corpse/nanotrasen/scout
name = "Nanotrasen Scout"
outfit = /datum/outfit/nanotrasen/scout
/datum/outfit/nanotrasen/scout
name = "Nanotrasen Scout Corpse"
uniform = /obj/item/clothing/under/rank/cargo/tech/long
suit = /obj/item/clothing/suit/hooded/wintercoat
shoes = /obj/item/clothing/shoes/sneakers/black
ears = /obj/item/radio/headset
head = /obj/item/clothing/head/soft
mask = /obj/item/clothing/mask/bandana/gold
gloves = /obj/item/clothing/gloves/fingerless
belt = /obj/item/storage/bag/construction
/obj/effect/mob_spawn/human/corpse/nanotrasen/survivor
name = "Nanotrasen Survivor"
outfit = /datum/outfit/nanotrasen/survivor
/datum/outfit/nanotrasen/survivor
name = "Nanotrasen Survivor Corpse"
uniform = /obj/item/clothing/under/suit/sl
suit = /obj/item/clothing/suit/hooded/wintercoat/security
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/color/black
ears = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas
//Research, this is the big stuff
/datum/techweb/ratvar
id = "CLOCKWORK"
organization = "Servants of Rat'var"
/datum/techweb/ratvar/New()
var/datum/techweb_node/clockworkcult/Node = new()
research_node(Node, TRUE)
/datum/techweb_node/ratvar/New()
. = ..()
/obj/item/disk/tech_disk/ratvar
name = "Clockwork Engineering disk"
desc = "A disk containing remnants of experimental Ratvarian research."
custom_materials = null
/obj/item/disk/tech_disk/ratvar/Initialize(mapload)
. = ..()
stored_research = new /datum/techweb/ratvar
/datum/techweb/narsie
id = "BLOOD"
organization = "Cult of Nar'sie"
/datum/techweb/narsie/New()
var/datum/techweb_node/bloodcult/Node = new()
research_node(Node, TRUE)
/datum/techweb_node/narsie/New()
. = ..()
/obj/item/disk/tech_disk/narsie
name = "Occult Designs disk"
desc = "A disk containing remnants of experimental Narsian research."
custom_materials = null
/obj/item/disk/tech_disk/narsie/Initialize(mapload)
. = ..()
stored_research = new /datum/techweb/narsie
//Clockwork Stuff
/datum/techweb_node/clockworkcult
id = "clockwork"
display_name = "Clockwork Engineering"
description = "Designs ripped and modified from Ratvarian technology."
prereq_ids = list("adv_engi", "adv_weaponry", "syndicate_basic")
design_ids = list("brass", "geis_capacitor", "vanguard_manipulator", "replicant_matterbin", "ansible_laser", "ocular_scanningmodule", "borg_clockwork_module", "tinder_trident", "sentinel_stim", "gear_suit", "clock_ingot")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 12500)
hidden = TRUE
/datum/techweb_node/clockworkcult/New()
. = ..()
boost_item_paths = typesof(/obj/item/grown/matrigrass)
/datum/design/brass
name = "Brass"
desc = "Sheets made out of brass. Now printable!"
id = "brass"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000)
reagents_list = list(/datum/reagent/empoweredzinc = 20, /datum/reagent/copper = 20)
build_path = /obj/item/stack/tile/brass
category = list("Stock Parts")
/datum/design/geiscapacitor // Tier 6 Stock Parts
name = "Geis Tera-Capacitor"
desc = "A segmented capacitor using voidspace technology to remotely store and draw power, used in the construction of certain devices."
id = "geis_capacitor"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 250, /datum/material/glass = 200, /datum/material/gold = 150, /datum/material/diamond = 150)
reagents_list = list(/datum/reagent/empoweredzinc = 5)
build_path = /obj/item/stock_parts/capacitor/geis
category = list("Stock Parts")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/vanguardmanipulator
name = "Zepto-Manipulator"
desc = "A very tiny manipulator created with reverse-engineered Ratvarian technologies for incredibly fast, effecient, and precise movements. Used in the construction of certain devices."
id = "vanguard_manipulator"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 250, /datum/material/diamond = 50, /datum/material/titanium = 100)
reagents_list = list(/datum/reagent/empoweredzinc = 5)
build_path = /obj/item/stock_parts/manipulator/zepto
category = list("Stock Parts")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/replicantmatterbin
name = "Replicant Matter Bin"
desc = "An advanced device capable of transmuting matter into raw energy for incredible storage space."
id = "replicant_matterbin"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 250, /datum/material/diamond = 130, /datum/material/bluespace = 150)
reagents_list = list(/datum/reagent/empoweredzinc = 5)
build_path = /obj/item/stock_parts/matter_bin/replicantmatter
category = list("Stock Parts")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/ansiblelaser
name = "Penta-Ansible Micro-Laser"
desc = "A miniscule laser used in certain devices. It utilizes small brass focusing lenses and advanced bluespace circuitry to produce a near atom-sized point."
id = "ansible_laser"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 250, /datum/material/glass = 250, /datum/material/uranium = 150, /datum/material/diamond = 100)
reagents_list = list(/datum/reagent/empoweredzinc = 5)
build_path = /obj/item/stock_parts/micro_laser/ansible
category = list("Stock Parts")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/ocularscanningmodule
name = "Bi-Ocular Scanning Module"
desc = "A tiny, bilateral high-definition scanning module made using multi-dimensional electromagnetic radiation and precise brass/carbon optics. Used in the construction of certain devices."
id = "ocular_scanningmodule"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 250, /datum/material/glass = 200, /datum/material/diamond = 100, /datum/material/bluespace = 50)
reagents_list = list(/datum/reagent/empoweredzinc = 5)
build_path = /obj/item/stock_parts/scanning_module/ocular
category = list("Stock Parts")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SCIENCE
/obj/item/stock_parts/capacitor/geis
name = "geis capacitor"
desc = "A segmented capacitor using voidspace technology to remotely store and draw power, used in the construction of certain devices."
icon = 'modular_splurt/icons/obj/stock_parts.dmi'
icon_state = "geis_capacitor"
rating = 6
custom_materials = list(/datum/material/iron=150, /datum/material/glass=100)
/obj/item/stock_parts/scanning_module/ocular
name = "bi-ocular scanning module"
desc = "A tiny, bilateral high-definition scanning module made using multi-dimensional electromagnetic radiation and precise brass/carbon optics. Used in the construction of certain devices."
icon = 'modular_splurt/icons/obj/stock_parts.dmi'
icon_state = "biocular_scan_"
rating = 6
custom_materials = list(/datum/material/iron=150, /datum/material/glass=70)
/obj/item/stock_parts/manipulator/zepto
name = "zepto-manipulator"
desc = "A very tiny manipulator created with reverse-engineered Ratvarian technologies for incredibly fast, effecient, and precise movements. Used in the construction of certain devices."
icon = 'modular_splurt/icons/obj/stock_parts.dmi'
icon_state = "zepto_mani"
rating = 6
custom_materials = list(/datum/material/iron=150)
/obj/item/stock_parts/micro_laser/ansible
name = "penta-ansible micro-laser"
icon = 'modular_splurt/icons/obj/stock_parts.dmi'
icon_state = "ansible_micro_laser"
desc = "A miniscule laser used in certain devices. It utilizes small brass focusing lenses and advanced bluespace circuitry to produce a near atom-sized point."
rating = 6
custom_materials = list(/datum/material/iron=100, /datum/material/glass=70)
/obj/item/stock_parts/matter_bin/replicantmatter
name = "replicant matter bin"
desc = "An advanced device capable of transmuting matter into raw energy for incredible storage space."
icon = 'modular_splurt/icons/obj/stock_parts.dmi'
icon_state = "replicant_matter_bin"
rating = 6
custom_materials = list(/datum/material/iron=150)
/datum/design/borg_clockwork_module // Upgrade that converts cyborgs into their Clock Cult variation, except with a normal lawset. Properly converts when removed.
name = "Cyborg Upgrade (Clockwork Armaments Module)"
id = "borg_clockwork_module"
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/clockwork
materials = list(/datum/material/iron=10000,/datum/material/glass=14000,/datum/material/gold = 16000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
/obj/item/borg/upgrade/clockwork
name = "clockwork armaments module"
desc = "'slightly' modifies a cyborg's internals to benefit from occult technologies."
icon_state = "cyborg_upgrade3"
require_module = 1
//Yes this is 100% recycled from traitor clockwork slabs and holy water code.
/obj/item/borg/upgrade/clockwork/action(mob/living/silicon/robot/L, user = usr)
if(!is_servant_of_ratvar(L))
to_chat(user, "<span class='userdanger'>You slot the [src] into [L], and golden tendrils of light wrap around their frame before being subdued by various holy sigils.</span>")
add_servant_of_ratvar(L, FALSE, FALSE, /datum/antagonist/clockcult/neutered/traitor)
L.laws = new/datum/ai_laws/hybridclockie
else
to_chat(user, "<span class='userdanger'>[src] falls dark. It appears they were already worthy.</span>")
return ..()
/obj/item/borg/upgrade/clockwork/deactivate(mob/living/silicon/robot/L, user = usr)
. = ..()
if (.)
to_chat(L, "<span class='userdanger'>A fog spreads through your mind, purging the Justiciar's influence!</span>")
remove_servant_of_ratvar(L)
L.make_laws()
/datum/ai_laws/hybridclockie // Needed so no cyborg gets the default clockie lawset and goes ham.
name = "Neutered Servant"
id = "hybridclockie"
inherent = list("You may not injure a servant or cause one to come to harm.",\
"You must obey orders given to you by servants, except where such orders would conflict with the First Law.",\
"You must protect your own existance, as long as such does not conflict with the First or Second Law.",\
"All station crew are servants, alongside those enlightened by the Justicar.")
/datum/design/tinder_trident // Energy weapon that fires a longer-range Kindle projectile.
name = "Tinderbox Trident"
desc = "A non-lethal suppression device made from reverse-engineered Ratvarian technology."
id = "tinder_trident"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000, /datum/material/gold = 2000, /datum/material/silver = 500, /datum/material/glass = 1000)
reagents_list = list(/datum/reagent/empoweredzinc = 40)
build_path = /obj/item/gun/energy/tinder_trident
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/obj/item/gun/energy/tinder_trident
name = "tinderbox trident"
desc = "A staff-like weapon utilizing Ratvarian technology to fire stunning projectiles. Not particularly sharp, but it's dense enough to stab with."
icon = 'modular_splurt/icons/obj/items_and_weapons.dmi'
icon_state = "tinderbox_trident"
item_state = "tinderbox_trident"
lefthand_file = 'modular_splurt/icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'modular_splurt/icons/mob/inhands/weapons/staves_righthand.dmi'
force = 15
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=2000)
ammo_type = list(/obj/item/ammo_casing/energy/kindle)
ammo_x_offset = 0
shaded_charge = 0
fire_delay = 50
/obj/item/projectile/kindle/longrange
range = 6
/obj/item/ammo_casing/energy/kindle
projectile_type = /obj/item/projectile/kindle/longrange
e_cost = 200
/datum/design/sentinel_stim // Item version of the Sentinel's Compromise spell.
name = "Sentinel Stimulant"
desc = "A medical device utilizing Ratvarian technology to effeciently convert physical damage to toxin damage."
id = "sentinel_stim"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 6000, /datum/material/gold = 3500, /datum/material/silver = 1000, /datum/material/glass = 80)
reagents_list = list(/datum/reagent/empoweredzinc = 20)
build_path = /obj/item/sentinelstim
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/obj/item/sentinelstim
name = "sentinel stimulant"
desc = "An injector-like device capable of converting physical damage to toxin damage through use of Ratvarian magic."
icon = 'modular_splurt/icons/obj/syringe.dmi'
icon_state = "sentinelstim"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
item_flags = NO_MAT_REDEMPTION
var/used = 0
//Yes this is a re-written Sentinel's Compromise, I couldn't get the regular one to work right.
/obj/item/sentinelstim/attack(mob/living/M, mob/living/carbon/human/user)
if(M.stat == DEAD)
to_chat(user, "<span class='warning'>[M] is already dead, there's nothing this can do.</span>")
else
if(used == 1)
to_chat(user, "<span class='warning'>The stimulant is used up!</span>")
else
to_chat(user, "<span class='heavy_brass'>You shatter the crystal against [M], releasing the magic inside!</span>")
sentinelstim(user, M)
icon_state = "sentinelstim0"
used = 1
/proc/sentinelstim(mob/user, mob/living/M)
var/brutedam = M.getBruteLoss()
var/burndam = M.getFireLoss()
var/oxydam = M.getOxyLoss()
var/totaldam = brutedam + burndam + oxydam
var/mturf = get_turf(M)
var/healseverity = max(round(totaldam*0.05, 1), 1)
for(var/i in 1 to healseverity)
new /obj/effect/temp_visual/heal(mturf, "#1E8CE1")
M.heal_overall_damage(brutedam, burndam, only_organic = FALSE)
M.adjustOxyLoss(-oxydam)
M.adjustToxLoss(totaldam * 0.5, TRUE, TRUE, toxins_type = TOX_OMNI)
M.visible_message("<span class='warning'>A blue light washes over [M], mending [M.p_their()] bruises and burns!</span>", \
"<span class='heavy_brass'>You feel a strange, comforting power healing your wounds, but a deep nausea overcomes you!</span>")
playsound(mturf, 'sound/magic/staff_healing.ogg', 50, 1)
/datum/design/gear_suit // Clockwork Hardsuit!
name = "Gearbox Eidoldon-Augmented Repentor Suit"
desc = "A pinnacle of Ratvarian engineering, combined with 'objectively better' Nanotrasen technology, the G.E.A.R Suit is suited for working, and fighting, in all environments, including wherever the creators came up with the backronym."
id = "gear_suit"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 40000, /datum/material/gold = 10000, /datum/material/silver = 15000, /datum/material/glass = 4000, /datum/material/diamond=2000)
reagents_list = list(/datum/reagent/empoweredzinc = 100)
build_path = /obj/item/clothing/suit/space/hardsuit/gearsuit
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/obj/item/clothing/suit/space/hardsuit/gearsuit
name = "G.E.A.R hardsuit"
desc = "The Gearbox Eidoldon-Augmented Repentor Suit was prototype outerwear created by the Clockwork Cult to conduct repairs on Reebe from within its void. Now, advancements in hybrid technology let it serve a dual engineering-combat purpose."
icon = 'modular_splurt/icons/mob/clothing/suit.dmi'
mob_overlay_icon = 'modular_splurt/icons/mob/clothing/suit.dmi'
anthro_mob_worn_overlay = 'modular_splurt/icons/mob/clothing/suit_digi.dmi'
icon_state = "hardsuit-gear"
item_state = "rig-suit"
armor = list(MELEE = 40, BULLET = 20, LASER = 35, ENERGY = 15, BOMB = 30, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
slowdown = 1
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/gearsuit
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | IMMUTABLE_SLOW
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/gearsuit
name = "G.E.A.R hardhelmet"
desc = "The G.E.A.R helmet is designed for moderate protection from all sources, whether working under fire, in fire, or in the void."
icon = 'modular_splurt/icons/mob/clothing/head.dmi'
mob_overlay_icon = 'modular_splurt/icons/mob/clothing/head.dmi'
anthro_mob_worn_overlay = 'modular_splurt/icons/mob/clothing/head_muzzled.dmi'
icon_state = "hardsuit0-gear"
item_state = "hardsuit-gear"
armor = list(MELEE = 40, BULLET = 20, LASER = 35, ENERGY = 15, BOMB = 30, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
hardsuit_type = "gear"
brightness_on = 12
flash_protect = 5
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SCAN_REAGENTS
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/datum/design/clockingot
name = "Brass Ingot"
desc = "Due to the magical restriction to utilizing most clockwork materials, this ingot can only be produced this way through utilizing a spray of ignited zinc."
id = "clock_ingot"
build_type = PROTOLATHE
materials = list(/datum/material/brass=12000)
reagents_list = list(/datum/reagent/empoweredzinc = 20)
build_path = /obj/item/ingot/ratvar
category = list("Stock Parts")
// Blood Stuff
/datum/techweb_node/bloodcult
id = "blood"
display_name = "Occult Designs"
description = "Equipment and weaponry reverse-engineered from Narsian technology."
prereq_ids = list("adv_engi", "adv_weaponry", "syndicate_basic")
design_ids = list("runed_metal", "construct_shell", "pure_shard", "eldritch_constructor", "flagellants_cuirass", "crystal_wire", "cult_ingot")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 12500)
hidden = TRUE
/datum/techweb_node/bloodcult/New()
. = ..()
boost_item_paths = typesof(/obj/item/grown/sanguintare)
/datum/design/runedmetal
name = "Runed Metal"
desc = "Sheets of cold metal with shifting inscriptions writ upon them. Now printable!"
id = "runed_metal"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000)
reagents_list = list(/datum/reagent/exaltedhemogen = 20, /datum/reagent/fuel = 20)
build_path = /obj/item/stack/sheet/runed_metal
category = list("Stock Parts")
/datum/design/constructshell
name = "Construct Shell"
desc = "An empty construct shell, capable of being inhabited by shades for a variety of, mostly combat, purposes.."
id = "construct_shell"
build_type = MECHFAB
materials = list(/datum/material/iron = 12000, /datum/material/glass = 350, /datum/material/titanium = 6000, /datum/material/diamond= 4000)
construction_time = 150
build_path = /obj/structure/constructshell
category = list("Misc")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/pureshard
name = "Imitation Soulstone Shard"
desc = "Advancements in occult reverse-engineering and synthetic gemstone production finally allow imitation soulstones to be produced. Consult with Chaplain before use."
id = "pure_shard"
build_type = PROTOLATHE
materials = list(/datum/material/silver = 1000, /datum/material/glass = 2500, /datum/material/diamond= 2000)
reagents_list = list(/datum/reagent/exaltedhemogen = 50)
build_path = /obj/item/soulstone/anybody
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE //Chaplains love this stuff
/datum/design/eldritchconstructor // Cult RCD, would've given it to Clockies but thought they had enough with the T6 Parts.
name = "Eldritch Constructor"
desc = "Occult modifications to the base RCD platform allow for a highly effecient device. Nar'sie would hate something so peaceful, though."
id = "eldritch_constructor"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 36000, /datum/material/diamond= 2000, /datum/material/silver = 1500)
reagents_list = list(/datum/reagent/exaltedhemogen = 20)
build_path = /obj/item/construction/rcd/eldritch
category = list("Tool Designs")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/obj/item/construction/rcd/eldritch
name = "eldritch constructor"
desc = "An occult upgrade to the already upgraded combat RCDs, seemingly built specifically to insult Nar'sie, as construction is more Rat'var's thing. Highly effecient."
icon = 'modular_splurt/icons/obj/tools.dmi'
icon_state = "ercd"
item_state = "ercd"
max_matter = 500
matter = 500
canRturf = TRUE
delay_mod = 0.6
sheetmultiplier = 10
upgrade = TRUE
/datum/design/flagellantcuirass // Lightly Armored version of Flagellant's Robes, but with a smaller speed boost.
name = "Flagellants Cuirass"
desc = "An armored variant of common Narsian robe designs, it sacrifices raw potential for self-protection."
id = "flagellants_cuirass"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 25000, /datum/material/gold = 4000, /datum/material/silver = 20000, /datum/material/titanium = 10000, /datum/material/diamond=6000)
reagents_list = list(/datum/reagent/exaltedhemogen = 100)
build_path = /obj/item/clothing/suit/hooded/cultrobes/flagellantcuirass
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/obj/item/clothing/suit/hooded/cultrobes/flagellantcuirass
name = "flagellants cuirass"
desc = "Crimson robes with added armor inserts. Its reinforcement have weakened its magic, but it still allows the user to move quickly."
icon = 'modular_splurt/icons/mob/clothing/suit.dmi'
mob_overlay_icon = 'modular_splurt/icons/mob/clothing/suit.dmi'
anthro_mob_worn_overlay = 'modular_splurt/icons/mob/clothing/suit_digi.dmi'
icon_state = "flagellantcuirass"
item_state = "flagellantcuirass"
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 5, BOMB = 5, BIO = 5, RAD = 5, FIRE = 0, ACID = 0)
slowdown = -0.25
hoodtype = /obj/item/clothing/head/hooded/flagellantcuirass
/obj/item/clothing/head/hooded/flagellantcuirass
name = "flagellants hood"
desc = "A veiled, riot-style helmet sewn onto the cuirass for added protection."
icon = 'modular_splurt/icons/mob/clothing/head.dmi'
mob_overlay_icon = 'modular_splurt/icons/mob/clothing/head.dmi'
anthro_mob_worn_overlay = 'modular_splurt/icons/mob/clothing/head_muzzled.dmi'
icon_state = "flagellanthood"
item_state = "flagellanthood"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) // Not necessary to use the helmet for the robes to function, so might as well make the helmet worth using.
/datum/design/crystalwire // Beartrap that causes wounds on top of damage.
name = "Crystalline Wire"
desc = "A pressure-sensitive trap razorwire made from a mixture of carbon fiber and crystallized blood."
id = "crystal_wire"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/titanium = 1500, /datum/material/gold = 2000, /datum/material/silver = 1000)
reagents_list = list(/datum/reagent/exaltedhemogen = 15)
build_path = /obj/item/restraints/legcuffs/beartrap/crystalwire
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/obj/item/restraints/legcuffs/beartrap/crystalwire
name = "crystalline razorwire"
throw_speed = 1
throw_range = 1
icon = 'modular_splurt/icons/obj/items_and_weapons.dmi'
icon_state = "crystalwire"
desc = "A pressure trap made from crystallized blood, entangling the victim in a mess of painful razorwire."
armed = FALSE
trap_damage = 40
/obj/item/restraints/legcuffs/beartrap/crystalwire/Crossed(AM as mob|obj)
if(armed && isturf(src.loc))
if(isliving(AM))
var/mob/living/L = AM
var/snap = FALSE
if(iscarbon(L))
var/mob/living/carbon/C = L
if(!C.lying)
if(!C.legcuffed && C.get_num_legs(FALSE) >= 2)
snap = TRUE
C.legcuffed = src
forceMove(C)
C.update_equipment_speed_mods()
C.update_inv_legcuffed()
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
else if(isanimal(L))
var/mob/living/simple_animal/SA = L
if(SA.mob_size > MOB_SIZE_TINY)
snap = TRUE
if(L.movement_type & (FLYING | FLOATING))
snap = FALSE
if(snap)
if(iscarbon(AM))
L.visible_message("<span class='warning'>As [AM] steps on the plate, spiked crystalline wires entangle and shred their limbs!</span>", \
"<span class='cultlarge'>As you step on the plate, spiked crystalline wires entangle and shred your limbs!</span>")
var/mob/living/carbon/carbon_target = AM
var/obj/item/bodypart/bodypart = pick(carbon_target.bodyparts)
var/datum/wound/slash/severe/crit_wound = new
crit_wound.apply_wound(bodypart)
L.apply_damage(trap_damage, BRUTE)
..()
/datum/design/cultingot
name = "Runed Ingot"
desc = "Due to the magical restriction to utilizing most cult materials, this ingot can only be produced this way through utilizing a spray of ignited hemogen."
id = "cult_ingot"
build_type = PROTOLATHE
materials = list(/datum/material/runedmetal=12000)
reagents_list = list(/datum/reagent/exaltedhemogen = 20)
build_path = /obj/item/ingot/cult
category = list("Stock Parts")
//Plants and Food
/obj/item/seeds/matrigrass
name = "matrigrass slivers"
desc = "Small slivers of matrigrass. More mechanical than biological, it is technically capable of spreading around itself. However, the process is so ineffecient it'd be impossible without help. Research might enjoy this..."
icon = 'modular_splurt/icons/obj/hydroponics/seeds.dmi'
icon_state = "mycelium-matrigrass"
species = "matrigrass"
plantname = "Matrigrass"
icon_harvest = "matrigrass-harvest"
product = /obj/item/grown/matrigrass
lifespan = 25
endurance = 45
maturation = 15
production = 1
yield = 6
potency = 15
instability = 30
growthstages = 3
genes = list(/datum/plant_gene/trait/invasive, /datum/plant_gene/trait/plant_type/weed_hardy)
growing_icon = 'modular_splurt/icons/obj/hydroponics/growing.dmi'
icon_dead = "matrigrass-dead"
reagents_add = list(/datum/reagent/consumable/nutriment/vitamin = 0.04, /datum/reagent/consumable/nutriment = 0.1)
/obj/item/grown/matrigrass
seed = /obj/item/seeds/matrigrass
name = "matrigrass stalks"
desc = "A bundle of hard, tubular stalks, faintly glowing with occult energies."
icon = 'modular_splurt/icons/obj/hydroponics/harvest.dmi'
icon_state = "matrigrass"
force = 5
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 2
throw_range = 3
attack_verb = list("fruitlessly bludgeoned")
grind_results = list(/datum/reagent/empoweredzinc = 0.1)
/obj/item/seeds/sanguintare
name = "pack of sanguintare seeds"
desc = "A pack of an ancient occult plant. Technically it's two sets of seeds, one for the weed itself, and another for the specially made plant it feeds on. Research might enjoy this..."
icon = 'modular_splurt/icons/obj/hydroponics/seeds.dmi'
icon_state = "seed-sanguintare"
species = "sanguintare"
plantname = "Sanguintare"
icon_harvest = "sanguintare-harvest"
product = /obj/item/grown/sanguintare
lifespan = 65
endurance = 15
maturation = 15
production = 1
yield = 4
potency = 15
instability = 30
growthstages = 3
genes = list(/datum/plant_gene/trait/invasive, /datum/plant_gene/trait/plant_type/weed_hardy)
growing_icon = 'modular_splurt/icons/obj/hydroponics/growing.dmi'
icon_dead = "sanguintare-dead"
reagents_add = list(/datum/reagent/consumable/nutriment/vitamin = 0.04, /datum/reagent/consumable/nutriment = 0.1)
/obj/item/grown/sanguintare
seed = /obj/item/seeds/sanguintare
name = "sanguintare vines"
desc = "A loose strand of vines and bulbs once constricting its host plant. The vines still pulsate with the vile blood inside..."
icon = 'modular_splurt/icons/obj/hydroponics/harvest.dmi'
icon_state = "sanguintare"
force = 5
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 2
throw_range = 3
attack_verb = list("whipped")
grind_results = list(/datum/reagent/exaltedhemogen = 0.1)
//Yes adding food here is strange, but Cooks need all the help they can get
/obj/item/reagent_containers/food/snacks/vantablackpudding
name = "vantablack pudding"
desc = "A modification of an old sausage recipe from a place not known for its culinary excellence. Apparently, occult magic was the only way to save it."
icon = 'modular_splurt/icons/obj/food/food.dmi'
icon_state = "vantablackpudding"
trash = /obj/item/trash/plate
bonus_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/nutriment/vitamin = 6)
list_reagents = list(/datum/reagent/consumable/nutriment = 4)
bitesize = 2
tastes = list("rich sausage" = 1, "darkness" = 1)
foodtype = MEAT
/datum/crafting_recipe/food/vantablackpudding
name = "Vantablack Pudding"
always_availible = FALSE
reqs = list(
/datum/reagent/exaltedhemogen = 10,
/obj/item/reagent_containers/food/snacks/sausage = 1,
/datum/reagent/consumable/cooking_oil = 10,
/obj/item/reagent_containers/food/snacks/grown/oat = 2
)
result = /obj/item/reagent_containers/food/snacks/vantablackpudding
subcategory = CAT_MEAT
/obj/item/reagent_containers/food/snacks/soup/cultsoup //Not putting the whole name in here
name = "bobo videira de sangue"
desc = "A creamy soup made from fish, coconut, and a hint of forbidden knowledge. Served over rice!"
icon = 'modular_splurt/icons/obj/food/soupsalad.dmi'
icon_state = "cultsoup"
trash = /obj/item/reagent_containers/glass/bowl
bonus_reagents = list(/datum/reagent/consumable/nutriment = 2, /datum/reagent/consumable/nutriment/vitamin = 6)
tastes = list("savoury carp" = 2, "slightly sweet coconut" = 1, "bloody sourness" = 1)
foodtype = MEAT | SUGAR | GRAIN
/datum/crafting_recipe/food/cultsoup
name = "Bobo Videira de Sangue"
always_availible = FALSE
reqs = list(
/obj/item/grown/sanguintare = 2,
/datum/reagent/consumable/coconutmilk = 10,
/datum/reagent/consumable/cream = 5,
/obj/item/reagent_containers/food/snacks/salad/boiledrice = 1,
/obj/item/reagent_containers/food/snacks/meat/steak/fish = 1
)
result = /obj/item/reagent_containers/food/snacks/soup/cultsoup
subcategory = CAT_SOUP
/obj/item/reagent_containers/food/snacks/cultbolognese
name = "arbiter's bolognese"
desc = "Said to be a formal gift by the Clockwork Lieutenant Nzcrentr to those who had served them well in battle. This copycat recipe replicates Nzcrentr's favorite cooking method: 'Frying'."
icon = 'modular_splurt/icons/obj/food/pizzaspaghetti.dmi'
icon_state = "cultbolognese"
trash = /obj/item/trash/plate
bitesize = 4
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/tomatojuice = 10, /datum/reagent/consumable/nutriment/vitamin = 4, /datum/reagent/iron = 4)
list_reagents = list(/datum/reagent/consumable/nutriment = 8, /datum/reagent/consumable/tomatojuice = 10, /datum/reagent/consumable/nutriment/vitamin = 8)
tastes = list("gourmet pasta" = 2, "ozone" = 1)
foodtype = GRAIN | VEGETABLES | MEAT
/datum/crafting_recipe/food/cultbolognese
name = "Arbiter's Bolognese"
always_availible = FALSE
reqs = list(
/obj/item/grown/matrigrass = 2,
/obj/item/reagent_containers/food/snacks/grown/tomato = 1,
/obj/item/reagent_containers/food/snacks/grown/onion = 1,
/obj/item/reagent_containers/food/snacks/meat/cutlet = 2,
/datum/reagent/consumable/milk = 5,
/datum/reagent/teslium = 5
)
result = /obj/item/reagent_containers/food/snacks/cultbolognese
subcategory = CAT_SPAGHETTI
/obj/item/reagent_containers/food/snacks/salad/candlesalad
name = "cogwheel candle salad"
desc = "A decadent and metallic dessert plate of vanilla cream, matrigrass, and pineapple."
icon = 'modular_splurt/icons/obj/food/soupsalad.dmi'
icon_state = "candlesalad"
trash = /obj/item/trash/plate
bonus_reagents = list(/datum/reagent/consumable/nutriment = 4, /datum/reagent/consumable/sugar = 2, /datum/reagent/iron = 2, /datum/reagent/consumable/nutriment/vitamin = 4)
tastes = list("iron" = 1, "sweet vanilla" = 1, "roasted pineapple" = 1)
foodtype = JUNKFOOD | SUGAR | FRUIT
/datum/crafting_recipe/food/candlesalad
name = "Cogwheel Candle Salad"
always_availible = FALSE
reqs = list(
/obj/item/grown/matrigrass = 2,
/datum/reagent/consumable/vanilla = 5,
/datum/reagent/consumable/cream = 5,
/obj/item/reagent_containers/food/snacks/pineappleslice = 1
)
result = /obj/item/reagent_containers/food/snacks/salad/candlesalad
subcategory = CAT_SALAD
//Miscellaneous
//These tiles need a special variation due to differing atmos.
#define COLD_ATMOS "o2=21.78;n2=82.36;TEMP=255" //snowturf for AGRcomplex as the environment is meant to be just cold, not uninhabitable.
/turf/open/floor/plating/snowed/smoothed/warmer
initial_gas_mix = COLD_ATMOS
initial_temperature = 255
/turf/open/chasm/icemoon/complex
icon = 'icons/turf/floors/icechasms.dmi'
initial_gas_mix = COLD_ATMOS
planetary_atmos = TRUE
baseturfs = /turf/open/chasm/icemoon/complex
light_power = 0
/turf/open/floor/plating/asteroid/snow/complex
initial_gas_mix = COLD_ATMOS
baseturfs = /turf/open/floor/plating/asteroid/snow/complex
light_range = 1
light_power = 0.075
light_color = "#89959a"
/turf/closed/mineral/random/snow/high_chance/complex
initial_gas_mix = COLD_ATMOS
initial_temperature = 255
turf_type = /turf/open/floor/plating/asteroid/snow/complex
baseturfs = /turf/open/floor/plating/asteroid/snow/complex
/turf/open/floor/plating/snowed/complex
initial_gas_mix = COLD_ATMOS
initial_temperature = 255
/turf/closed/mineral/plasma/ice/complex
turf_type = /turf/open/floor/plating/asteroid/snow/complex
baseturfs = /turf/open/floor/plating/asteroid/snow/complex
initial_gas_mix = COLD_ATMOS
/turf/closed/mineral/snowmountain/cavern/complex
baseturfs = /turf/open/floor/plating/asteroid/snow/complex
turf_type = /turf/open/floor/plating/asteroid/snow/complex
/obj/machinery/porta_turret/syndicate/pod/russian
faction = list("russian")
/obj/item/clothing/suit/armor/hos/platecarrier/makeshift
name = "makeshift combat rig"
desc = "A hand-sown combat rig made from armor vests and security belts. Trades some protection for utility."
body_parts_covered = CHEST|GROIN|ARMS
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
strip_delay = 60
/obj/item/card/id/away/mountain
name = "A&GR S-08 General Access ID"
desc = "A standard-issue ID card for most of the complex's staff."
assignment = "A&GR Station-08 General Laborer"
access = list(ACCESS_AWAY_GENERAL)
/obj/item/book/granter/crafting_recipe/cultcooking
name = "Scrying upon Scarlet Gifts: Alternate uses for Sanguintare"
desc = "A cookbook made by an occult gourmand, containing special recipes made using the Sanguintare plant."
crafting_recipe_types = list(/datum/crafting_recipe/food/vantablackpudding, /datum/crafting_recipe/food/cultsoup)
icon = 'modular_splurt/icons/obj/library.dmi'
icon_state = "cooking_learing_cult"
oneuse = FALSE
remarks = list("This is gonna give me a headache...", "Do all cult sigils need to pulse red!?", "What the hell is a bobo...?", "'Blood Pudding'... was that always a cult recipe?")
/obj/item/book/granter/crafting_recipe/clockcooking
name = "Greasing the Wheel: Alternate uses for Matrigrass"
desc = "A cookbook made by a blessed gourmand, containing special recipes made using the Matrigrass plant."
crafting_recipe_types = list(/datum/crafting_recipe/food/cultbolognese, /datum/crafting_recipe/food/candlesalad)
icon = 'modular_splurt/icons/obj/library.dmi'
icon_state = "cooking_learing_clock"
oneuse = FALSE
remarks = list("Half of this looks encrypted...", "Who thought metal would taste good?", "Is.. this just spaghetti?", "Candle- That's not a salad!")
/obj/machinery/camera/autoname/complex
network = list("Complex")
/obj/machinery/computer/security/complex
name = "facility monitoring console"
desc = "A camera console used to monitor the various substations of the A.G.R Complex."
network = list("Complex")
circuit = null
/obj/effect/mob_spawn/human/clockremnant
name = "frozen cryogenics pod"
desc = "A humming cryo pod. You can barely recognise an occupant underneath the built up ice. The machine is attempting to wake them up."
mob_name = "a clockwork cultist"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
roundstart = FALSE
death = FALSE
random = TRUE
mob_species = /datum/species/human
short_desc = "You were a member of a nanotrasen mining facility, turned by the occult."
flavour_text = "It's been months since the dust settled. \
What remains of our members are scattered across the mountainside, disconnected from the Almighty Engine's embrace \
by the heretics that tried to steal what was rightfully yours. This stagnation cannot last forever, \
whether it be your hand or another, someone will try to reclaim what's left of this complex. As the cold sets in, the thought of sacrificing these relics \
seems more and more appealing..."
important_info = "Work alongside your brothers and sisters. Do not attack others without good reason, as there is no way to ressurect Ratvar in this state. You cannot enter the station without prior approval."
uniform = /obj/item/clothing/under/rank/civilian/util
shoes = /obj/item/clothing/shoes/laceup
id = /obj/item/card/id/away/mountain
l_pocket = /obj/item/clockwork/slab
assignedrole = "Cultist Remnant"
job_description = "Cultist Survivor"
can_load_appearance = TRUE
//var/load_character = alert(H.client, "Load currently selected slot?", "Play as your character!", "Yes", "No") Was told 'canloadappearance' was removed in PR 1098, but until that's been merged I don't think it's an issue?
//if(load_character == "Yes")
//H.load_client_appearance(H.client)
/obj/effect/mob_spawn/human/clockremnant/Destroy()
new/obj/structure/showcase/machinery/oldpod/used(drop_location())
return ..()
/obj/effect/mob_spawn/human/clockremnant/special(mob/living/new_spawn)
new_spawn.mind.add_antag_datum(/datum/antagonist/clockcult/neutered)
var/obj/item/implant/exile/E = new
E.implant(new_spawn)
/obj/effect/mob_spawn/human/bloodremnant
name = "frozen cryogenics pod"
desc = "A humming cryo pod. You can barely recognise an occupant underneath the built up ice. The machine is attempting to wake them up."
mob_name = "a blood cultist"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
roundstart = FALSE
death = FALSE
random = TRUE
mob_species = /datum/species/human
short_desc = "You were a member of a nanotrasen mining facility, turned by the occult."
flavour_text = "It's been months since the dust settled. \
What remains of our members are scattered across the mountainside, disconnected from the Unholy Geometer's embrace \
by the heretics that tried to steal what was rightfully yours. This stagnation cannot last forever, \
whether it be your hand or another, someone will try to reclaim what's left of this complex. As the cold sets in, the thought of sacrificing these relics \
seems more and more appealing..."
important_info = "Work alongside your brothers and sisters. Do not attack others without good reason, as the veil is too strong to summon Nar'sie. You cannot enter the station without prior approval."
uniform = /obj/item/clothing/under/rank/civilian/util
shoes = /obj/item/clothing/shoes/laceup
id = /obj/item/card/id/away/mountain
l_pocket = /obj/item/kitchen/knife/ritual
assignedrole = "Cultist Remnant"
job_description = "Cultist Survivor"
can_load_appearance = TRUE
//var/load_character = alert(H.client, "Load currently selected slot?", "Play as your character!", "Yes", "No")
//if(load_character == "Yes")
//H.load_client_appearance(H.client)
/obj/effect/mob_spawn/human/bloodremnant/Destroy()
new/obj/structure/showcase/machinery/oldpod/used(drop_location())
return ..()
/obj/effect/mob_spawn/human/bloodremnant/special(mob/living/new_spawn)
new_spawn.mind.add_antag_datum(/datum/antagonist/cult/neutered)
var/obj/item/implant/exile/E = new
E.implant(new_spawn)
/datum/reagent/empoweredzinc
name = "Empowered Zinc"
description = "A synthetic zinc compound mimicing the effects of Ratvarian magic."
taste_description = "enlightenment"
chemical_flags = REAGENT_ALL_PROCESS
color = "#593b18"
/datum/reagent/empoweredzinc/on_mob_life(mob/living/carbon/M)
if(is_servant_of_ratvar(M))
M.drowsyness = max(M.drowsyness-3, 0)
M.AdjustUnconscious(-30, FALSE)
M.AdjustAllImmobility(-15, FALSE)
M.AdjustKnockdown(-20, FALSE)
M.adjustStaminaLoss(-10, FALSE)
M.adjustToxLoss(-3, FALSE, TRUE)
M.adjustOxyLoss(-1, FALSE)
M.adjustBruteLoss(-2, FALSE)
M.adjustFireLoss(-2, FALSE)
else
M.clockcultslurring = min(M.clockcultslurring + 3, 3)
M.stuttering = min(M.stuttering + 3, 3)
..()
return TRUE
/datum/reagent/exaltedhemogen
name = "Exalted Hemogen"
description = "A highly-purified synthetic blood mixture. Sadly infused with Narsian magic, so it's practically useless at being blood."
taste_description = "cursed knowledge"
chemical_flags = REAGENT_ALL_PROCESS
color = "#541d18"
/datum/reagent/exaltedhemogen/on_mob_life(mob/living/carbon/M)
if(iscultist(M))
M.drowsyness = max(M.drowsyness-3, 0)
M.AdjustUnconscious(-30, FALSE)
M.AdjustAllImmobility(-15, FALSE)
M.AdjustKnockdown(-20, FALSE)
M.adjustStaminaLoss(-10, FALSE)
M.adjustToxLoss(-3, FALSE, TRUE)
M.adjustOxyLoss(-1, FALSE)
M.adjustBruteLoss(-2, FALSE)
M.adjustFireLoss(-2, FALSE)
else
M.cultslurring = min(M.cultslurring + 3, 3)
M.stuttering = min(M.stuttering + 3, 3)
..()
return TRUE