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S.P.L.U.R.T-Station-13/code/game/gamemodes/clock_cult/clock_helpers/proselytizer_helpers.dm

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//For the clockwork proselytizer, this proc exists to make it easy to customize what the proselytizer does when hitting something.
//if a valid target, returns an associated list in this format;
//list("operation_time" = 15, "new_obj_type" = /obj/structure/window/reinforced/clockwork, "power_cost" = 5, "spawn_dir" = dir, "dir_in_new" = TRUE)
//otherwise, return literally any non-list thing but preferably FALSE
//returning TRUE won't produce the "cannot be proselytized" message and will still prevent proselytizing
/atom/proc/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Turf conversion
/turf/closed/wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //four sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 4), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, five rods
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2) - (POWER_ROD * 5), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/cult/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //no metal
return list("operation_time" = 80, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = SOUTH)
/turf/closed/wall/shuttle/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/r_wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/closed/wall/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 50, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = -POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(floor_tile == /obj/item/stack/tile/plasteel)
new floor_tile(src)
make_plating()
playsound(src, 'sound/items/Crowbar.ogg', 10, 1) //clink
return list("operation_time" = 30, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = POWER_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/plating/asteroid/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/ashplanet/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/lava/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(locate(/obj/structure/table) in src)
return FALSE
if(is_blocked_turf(src, TRUE))
to_chat(user, "<span class='warning'>Something is in the way, preventing you from proselytizing [src] into a clockwork wall.</span>")
return TRUE
var/operation_time = 100
if(proselytizer.speed_multiplier > 0)
operation_time /= proselytizer.speed_multiplier
return list("operation_time" = operation_time, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
//False wall conversion
/obj/structure/falsewall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/cost = POWER_WALL_MINUS_FLOOR
if(ispath(mineral, /obj/item/stack/sheet/metal))
cost -= (POWER_METAL * (2 + mineral_amount)) //four sheets of metal, plus an assumption that the girder is also two
else
cost -= (POWER_METAL * 2) //anything that doesn't use metal just has the girder
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = cost, "spawn_dir" = SOUTH)
/obj/structure/falsewall/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, two rods; special assumption
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = POWER_WALL_MINUS_FLOOR - (POWER_METAL * 2) - (POWER_ROD * 2), "spawn_dir" = SOUTH)
/obj/structure/falsewall/reinforced/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/falsewall/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Metal conversion
/obj/item/stack/tile/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
var/amount_temp = get_amount()
if(proselytizer.metal_to_power)
var/no_delete = FALSE
if(amount_temp < 2)
to_chat(user, "<span class='warning'>You need at least <b>2</b> floor tiles to convert into power.</span>")
return TRUE
if(IsOdd(amount_temp))
amount_temp--
no_delete = TRUE
use(amount_temp)
amount_temp *= 12.5 //each tile is 12.5 power so this is 2 tiles to 25 power
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -amount_temp, "spawn_dir" = SOUTH, "no_target_deletion" = no_delete)
if(amount_temp >= 20)
var/sheets_to_make = round(amount_temp * 0.05) //and 20 to 1 brass
var/used = sheets_to_make * 20
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>20</b> floor tiles to convert into brass.</span>")
return TRUE
/obj/item/stack/rods/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
if(get_amount() >= 10)
var/sheets_to_make = round(get_amount() * 0.1)
var/used = sheets_to_make * 10
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>10</b> rods to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/metal/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
if(get_amount() >= 5)
var/sheets_to_make = round(get_amount() * 0.2)
var/used = sheets_to_make * 5
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>5</b> sheets of metal to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
if(get_amount() >= 2)
var/sheets_to_make = round(get_amount() * 0.5)
var/used = sheets_to_make * 2
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>2</b> sheets of plasteel to convert into brass.</span>")
return TRUE
//Brass directly to power
/obj/item/stack/tile/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
//Airlock conversion
/obj/machinery/door/airlock/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/doortype = /obj/machinery/door/airlock/clockwork
if(glass)
doortype = /obj/machinery/door/airlock/clockwork/brass
return list("operation_time" = 60, "new_obj_type" = doortype, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = dir)
/obj/machinery/door/airlock/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Table conversion
/obj/structure/table/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_STANDARD
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
else if(framestack == /obj/item/stack/tile/brass)
prosel_cost -= POWER_FLOOR*framestackamount
if(buildstack == /obj/item/stack/sheet/metal)
prosel_cost -= POWER_METAL*buildstackamount
else if(buildstack == /obj/item/stack/sheet/plasteel)
prosel_cost -= POWER_PLASTEEL*buildstackamount
return list("operation_time" = 20, "new_obj_type" = /obj/structure/table/reinforced/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table/reinforced/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/table_frame/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_FLOOR
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
else if(framestack == /obj/item/stack/tile/brass)
prosel_cost -= POWER_FLOOR*framestackamount
return list("operation_time" = 10, "new_obj_type" = /obj/structure/table_frame/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table_frame/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Window conversion
/obj/structure/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/windowtype = /obj/structure/window/reinforced/clockwork
var/new_dir = TRUE
var/prosel_time = 15
var/prosel_cost = POWER_FLOOR
if(fulltile)
windowtype = /obj/structure/window/reinforced/clockwork/fulltile
new_dir = FALSE
prosel_time = 30
prosel_cost = POWER_STANDARD
if(reinf)
prosel_cost -= POWER_ROD
if(reinf)
prosel_cost -= POWER_ROD
for(var/obj/structure/grille/G in get_turf(src))
INVOKE_ASYNC(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytize, G, user)
return list("operation_time" = prosel_time, "new_obj_type" = windowtype, "power_cost" = prosel_cost, "spawn_dir" = dir, "dir_in_new" = new_dir)
/obj/structure/window/reinforced/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Windoor conversion
/obj/machinery/door/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 30, "new_obj_type" = /obj/machinery/door/window/clockwork, "power_cost" = POWER_STANDARD, "spawn_dir" = dir, "dir_in_new" = TRUE)
/obj/machinery/door/window/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Grille conversion
/obj/structure/grille/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/grilletype = /obj/structure/grille/ratvar
var/prosel_time = 15
if(broken)
grilletype = /obj/structure/grille/ratvar/broken
prosel_time = 5
return list("operation_time" = prosel_time, "new_obj_type" = grilletype, "power_cost" = 0, "spawn_dir" = dir)
/obj/structure/grille/ratvar/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Lattice conversion
/obj/structure/lattice/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
ratvar_act() //just in case we're the wrong type for some reason??
return FALSE
/obj/structure/lattice/catwalk/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/catwalk/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/catwalk/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Girder conversion
/obj/structure/girder/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_GEAR - (POWER_METAL * 2)
if(state == GIRDER_REINF_STRUTS || state == GIRDER_REINF)
prosel_cost -= POWER_PLASTEEL
return list("operation_time" = 20, "new_obj_type" = /obj/structure/destructible/clockwork/wall_gear, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
//Hitting a clockwork structure will try to repair it.
/obj/structure/destructible/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/repair_values = list()
if(!proselytizer.proselytizer_repair_checks(repair_values, src, user))
return
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts covering [src] in glowing orange energy...</span>", \
"<span class='alloy'>You start repairing [src]...</span>")
proselytizer.repairing = src
while(proselytizer && user && src)
if(!do_after(user, repair_values["healing_for_cycle"] * proselytizer.speed_multiplier, target = src, \
extra_checks = CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytizer_repair_checks, repair_values, src, user, TRUE)))
break
obj_integrity = Clamp(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
proselytizer.modify_stored_power(-repair_values["power_required"])
playsound(src, 'sound/machines/click.ogg', 50, 1)
if(proselytizer)
proselytizer.repairing = null
if(user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops covering [src] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairing [src]. It is now at <b>[obj_integrity]/[max_integrity]</b> integrity.</span>")
//Hitting a sigil of transmission will try to charge from it.
/obj/effect/clockwork/sigil/transmission/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/charge_values = list()
if(!proselytizer.sigil_charge_checks(charge_values, src, user))
return
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts draining glowing orange energy from [src]...</span>", \
"<span class='alloy'>You start recharging your [proselytizer.name]...</span>")
proselytizer.recharging = src
while(proselytizer && user && src)
if(!do_after(user, 10, target = src, extra_checks = CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/sigil_charge_checks, charge_values, src, user, TRUE)))
break
modify_charge(charge_values["power_gain"])
proselytizer.modify_stored_power(charge_values["power_gain"])
playsound(src, 'sound/effects/light_flicker.ogg', charge_values["power_gain"] * 0.1, 1)
if(proselytizer)
proselytizer.recharging = null
if(user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops draining glowing orange energy from [src].</span>", \
"<span class='alloy'>You finish recharging your [proselytizer.name]. It now contains <b>[proselytizer.get_power()]W/[proselytizer.get_max_power()]W</b> power.</span>")
//Proselytizer mob heal proc, to avoid as much copypaste as possible.
/mob/living/proc/proselytizer_heal(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/list/repair_values = list()
if(!proselytizer.proselytizer_repair_checks(repair_values, src, user))
return
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts coverin[src == user ? "g [user.p_them()]" : "g [src]"] in glowing orange energy...</span>", \
"<span class='alloy'>You start repairin[src == user ? "g yourself" : "g [src]"]...</span>")
proselytizer.repairing = src
while(proselytizer && user && src)
if(!do_after(user, repair_values["healing_for_cycle"] * proselytizer.speed_multiplier, target = src, \
extra_checks = CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytizer_repair_checks, repair_values, src, user, TRUE)))
break
proselytizer_heal_tick(repair_values["healing_for_cycle"])
proselytizer.modify_stored_power(-repair_values["power_required"])
playsound(src, 'sound/machines/click.ogg', 50, 1)
if(proselytizer)
proselytizer.repairing = null
return TRUE
/mob/living/proc/proselytizer_heal_tick(amount)
var/static/list/damage_heal_order = list(BRUTE, BURN, TOX, OXY)
heal_ordered_damage(amount, damage_heal_order)
/mob/living/simple_animal/proselytizer_heal_tick(amount)
adjustHealth(-amount)
//Hitting a ratvar'd silicon will also try to repair it.
/mob/living/silicon/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
else if(proselytizer_heal(user, proselytizer) && user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[abs(HEALTH_THRESHOLD_DEAD - health)]/[abs(HEALTH_THRESHOLD_DEAD - maxHealth)]</b> health.</span>")
//Same with clockwork mobs.
/mob/living/simple_animal/hostile/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
else if(proselytizer_heal(user, proselytizer) && user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[health]/[maxHealth]</b> health.</span>")
//Cogscarabs get special interaction because they're drones and have innate self-heals/revives.
/mob/living/simple_animal/drone/cogscarab/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(stat == DEAD)
try_reactivate(user) //if we're at maximum health, prosel the turf under us
return
if(health == maxHealth)
return FALSE
else if(!(flags & GODMODE))
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts coverin[src == user ? "g [user.p_them()]" : "g [src]"] in glowing orange energy...</span>", \
"<span class='alloy'>You start repairin[src == user ? "g yourself" : "g [src]"]...</span>")
proselytizer.repairing = src
if(do_after(user, (maxHealth - health)*2, target=src))
adjustHealth(-maxHealth)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairin[src == user ? "g yourself" : "g [src]"].</span>")
if(proselytizer)
proselytizer.repairing = null
//Convert shards and gear bits directly to power
/obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -POWER_STANDARD, "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.08), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.06), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.04), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/small/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.02), "spawn_dir" = SOUTH)