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Standardizes Ratvar's title from "Justicar" to "Justiciar" (#21263)
* alright I'm sick of this * sick o these damn typos * in the mf code * in my mf game * on my mf computer * before my mf eyes * in my mf skull * this one probably isn't used these days * this one is though * alright I'm done * Update accent_nordic.json should really make this less shitty sometime * Update alcohol_reagents.dm
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@@ -100,7 +100,7 @@ GLOBAL_LIST_EMPTY(all_scripture)
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#define GATEWAY_RATVAR_ARRIVAL 600
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///Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justiciar and free Ratvar."
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//Eminence defines
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/// How many walls can be superheated at once
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@@ -3,7 +3,7 @@
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#define CHANNEL_ADMIN 1023
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#define CHANNEL_VOX 1022
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#define CHANNEL_JUKEBOX 1021
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#define CHANNEL_JUSTICAR_ARK 1020
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#define CHANNEL_JUSTICIAR_ARK 1020
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#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
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#define CHANNEL_AMBIENT_EFFECTS 1018
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#define CHANNEL_AMBIENT_MUSIC 1017
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@@ -71,7 +71,7 @@
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/obj/structure/lattice/clockwork
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name = "cog lattice"
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desc = "A lightweight support lattice. These hold the Justicar's station together."
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desc = "A lightweight support lattice. These hold the Justiciar's station together."
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icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi'
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/obj/structure/lattice/clockwork/Initialize(mapload)
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@@ -44,7 +44,7 @@
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name = "Sevtug, the Formless Pariah"
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desc = "A sinister cloud of purple energy. Looking at it gives you a headache."
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clockwork_desc = "One of Ratvar's four generals. Sevtug taught him how to manipulate minds and is one of his oldest allies. Sevtug serves Ratvar loyally out of a hope that one day, he will \
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be able to use a moment of weakness in the Justicar to usurp him, but such a day will never come. And so, he serves with dedication, if not necessarily any sort of decorum, never aware he is \
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be able to use a moment of weakness in the Justiciar to usurp him, but such a day will never come. And so, he serves with dedication, if not necessarily any sort of decorum, never aware he is \
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the one being made a fool of."
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icon = 'icons/effects/166x195.dmi'
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icon_state = "sevtug"
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@@ -43,7 +43,7 @@ GLOBAL_LIST_INIT(scripture_states,scripture_states_init_value()) //list of clock
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var/static/list/inathneq_penalty = list("Child, this is too far out!", "The barrier isn't thin enough for for me to help!", "Please, go to the station so I can assist you.", \
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"Don't waste my Cogs on this...", "There isn't enough time to linger out here!")
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var/static/list/sevtug_penalty = list("Fool! Get to the station and don't waste capacitors.", "You go this far out and expect help?", "The veil is too strong, idiot.", \
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"How does the Justicar get anything done with servants like you?", "Oh, you love wasting time, don't you?")
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"How does the Justiciar get anything done with servants like you?", "Oh, you love wasting time, don't you?")
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var/static/list/nezbere_penalty = list("You disgrace our master's name with this endeavour.", "This is too far from the station to be a good base.", "This will take too long, friend.", \
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"The barrier isn't weakened enough to make this practical.", "Don't waste alloy.")
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var/static/list/nzcrentr_penalty = list("You'd be easy to hunt in that little hunk of metal.", "Boss says you need to get back to the beacon.", "Boss says I can kill you if you do this again.", \
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@@ -8,7 +8,7 @@
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//The gateway to Reebe, from which Ratvar emerges.
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/obj/structure/destructible/clockwork/massive/celestial_gateway
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name = "\improper Ark of the Clockwork Justicar"
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name = "\improper Ark of the Clockwork Justiciar"
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desc = "A massive, hulking amalgamation of parts. It seems to be maintaining a very unstable bluespace anomaly."
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clockwork_desc = "Nezbere's magnum opus: a hulking clockwork machine capable of combining bluespace and steam power to summon Ratvar. Once activated, \
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its instability will cause one-way bluespace rifts to open across the station to the City of Cogs, so be prepared to defend it at all costs."
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@@ -124,7 +124,7 @@
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/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/spawn_animation()
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hierophant_message("<span class='bold large_brass'>The Ark has activated! [grace_period ? "You have [round(grace_period / 60)] minutes until the crew invades! " : ""]Defend it at all costs!</span>", FALSE, src)
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sound_to_playing_players(volume = 10, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
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sound_to_playing_players(volume = 10, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
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seconds_until_activation = 0
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SSshuttle.registerHostileEnvironment(src)
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@@ -157,7 +157,7 @@
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SSshuttle.clearHostileEnvironment(src)
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if(!purpose_fulfilled)
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hierophant_message("<span class='bold large_brass'>The Ark has fallen!</span>")
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sound_to_playing_players(null, channel = CHANNEL_JUSTICAR_ARK)
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sound_to_playing_players(null, channel = CHANNEL_JUSTICIAR_ARK)
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if(istype(SSticker.mode, /datum/game_mode/clockwork_cult))
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SSticker.force_ending = TRUE //rip
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if(glow)
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@@ -190,7 +190,7 @@
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resistance_flags |= INDESTRUCTIBLE
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countdown.stop()
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visible_message(span_userdanger("[src] begins to pulse uncontrollably... you might want to run!"))
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sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_disrupted.ogg'))
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sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_disrupted.ogg'))
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for(var/mob/M in GLOB.player_list)
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var/turf/T = get_turf(M)
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if((T && T.z == z) || is_servant_of_ratvar(M))
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@@ -314,19 +314,19 @@
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for(var/V in GLOB.generic_event_spawns)
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addtimer(CALLBACK(src, PROC_REF(open_portal), get_turf(V)), rand(100, 600))
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sound_to_playing_players('sound/magic/clockwork/invoke_general.ogg', 30, FALSE)
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sound_to_playing_players(volume = 15, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
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sound_to_playing_players(volume = 15, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
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second_sound_played = TRUE
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make_glow()
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glow.icon_state = "clockwork_gateway_charging"
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if(GATEWAY_REEBE_FOUND to GATEWAY_RATVAR_COMING)
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if(!third_sound_played)
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sound_to_playing_players(volume = 20, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_active.ogg', TRUE))
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sound_to_playing_players(volume = 20, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_active.ogg', TRUE))
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third_sound_played = TRUE
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make_glow()
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glow.icon_state = "clockwork_gateway_active"
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if(GATEWAY_RATVAR_COMING to GATEWAY_RATVAR_ARRIVAL)
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if(!fourth_sound_played)
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sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_closing.ogg', TRUE))
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sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_closing.ogg', TRUE))
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fourth_sound_played = TRUE
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make_glow()
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glow.icon_state = "clockwork_gateway_closing"
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@@ -338,7 +338,7 @@
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purpose_fulfilled = TRUE
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make_glow()
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animate(glow, transform = matrix() * 1.5, alpha = 255, time = 12.5 SECONDS)
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sound_to_playing_players(volume = 100, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/ratvar_rises.ogg')) //End the sounds
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sound_to_playing_players(volume = 100, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/ratvar_rises.ogg')) //End the sounds
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sleep(12.5 SECONDS)
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make_glow()
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animate(glow, transform = matrix() * 3, alpha = 0, time = 0.5 SECONDS)
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@@ -389,7 +389,7 @@
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return
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initiate_mass_recall() //wHOOPS LOOKS LIKE A HULK GOT THROUGH
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//the actual appearance of the Ark of the Clockwork Justicar; an object so the edges of the gate can be clicked through.
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//the actual appearance of the Ark of the Clockwork Justiciar; an object so the edges of the gate can be clicked through.
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/obj/effect/clockwork/overlay/gateway_glow
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icon = 'icons/effects/96x96.dmi'
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icon_state = "clockwork_gateway_components"
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@@ -456,7 +456,7 @@ GLOBAL_VAR_INIT(ai_control_code, random_nukecode(6))
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return
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var/mob/living/silicon/ai/A = target
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if(A.mind && is_servant_of_ratvar(A))
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to_chat(user, span_brass("[A] has already seen the light of the Justicar!"))
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to_chat(user, span_brass("[A] has already seen the light of the Justiciar!"))
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return
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if(A.stat == DEAD)
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to_chat(user, span_warning("[A] is dead!"))
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@@ -2466,7 +2466,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
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glass_desc = "A freezing pint of malt liquor."
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/datum/reagent/consumable/ethanol/ratvarnac
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name = "Justicars Juice"
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name = "Justiciar's Juice"
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description = "I don't even know what an eminence is, but I want him to recall."
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metabolization_rate = INFINITY
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boozepwr = 30
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@@ -857,7 +857,7 @@
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"\bclockwork\b": "clockvurk",
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"\bclockworks\b": "clockvurks",
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"\bjustice\b": "yustice",
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"\bjusticar\b": "yusticar",
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"\bjusticiar\b": "yusticiar",
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"\bgeometer\b": "yeometer",
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"\bvampire\b": "vampyr",
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"\bvampires\b": "vampyrs",
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@@ -13,7 +13,7 @@ const ServantOfRatvar: Antagonist = {
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description: [
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multiline`
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A flash of yellow light! The sound of whooshing steam and clanking cogs surrounds you, and you understand your mission.
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Ratvar, the Clockwork Justicar, has trusted you to secure the gateway in his Ark!
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Ratvar, the Clockwork Justiciar, has trusted you to secure the gateway in his Ark!
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`,
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RATVAR_MECHANICAL_DESCRIPTION,
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],
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@@ -1787,13 +1787,13 @@
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#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_drivers.dm"
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#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_scripts.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\_trap_object.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\ark_of_the_clockwork_justicar.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\ark_of_the_clockwork_justiciar.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\clockwork_obelisk.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\eminence_spire.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\heralds_beacon.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\mania_motor.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\ocular_warden.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\ratvar_the_clockwork_justicar.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\ratvar_the_clockwork_justiciar.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\stargazer.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\taunting_trail.dm"
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#include "code\modules\antagonists\clockcult\clock_structures\wall_gear.dm"
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