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
This commit is contained in:
AMyriad
2024-02-11 17:39:42 +01:00
committed by GitHub
parent 5e7818c16e
commit f5ab3cc75a
12 changed files with 20 additions and 20 deletions

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@@ -100,7 +100,7 @@ GLOBAL_LIST_EMPTY(all_scripture)
#define GATEWAY_RATVAR_ARRIVAL 600
///Objective text define
#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justiciar and free Ratvar."
//Eminence defines
/// How many walls can be superheated at once

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@@ -3,7 +3,7 @@
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_JUSTICAR_ARK 1020
#define CHANNEL_JUSTICIAR_ARK 1020
#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
#define CHANNEL_AMBIENT_EFFECTS 1018
#define CHANNEL_AMBIENT_MUSIC 1017

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@@ -71,7 +71,7 @@
/obj/structure/lattice/clockwork
name = "cog lattice"
desc = "A lightweight support lattice. These hold the Justicar's station together."
desc = "A lightweight support lattice. These hold the Justiciar's station together."
icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi'
/obj/structure/lattice/clockwork/Initialize(mapload)

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@@ -44,7 +44,7 @@
name = "Sevtug, the Formless Pariah"
desc = "A sinister cloud of purple energy. Looking at it gives you a headache."
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 \
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 \
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 \
the one being made a fool of."
icon = 'icons/effects/166x195.dmi'
icon_state = "sevtug"

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@@ -43,7 +43,7 @@ GLOBAL_LIST_INIT(scripture_states,scripture_states_init_value()) //list of clock
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.", \
"Don't waste my Cogs on this...", "There isn't enough time to linger out here!")
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.", \
"How does the Justicar get anything done with servants like you?", "Oh, you love wasting time, don't you?")
"How does the Justiciar get anything done with servants like you?", "Oh, you love wasting time, don't you?")
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.", \
"The barrier isn't weakened enough to make this practical.", "Don't waste alloy.")
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 @@
//The gateway to Reebe, from which Ratvar emerges.
/obj/structure/destructible/clockwork/massive/celestial_gateway
name = "\improper Ark of the Clockwork Justicar"
name = "\improper Ark of the Clockwork Justiciar"
desc = "A massive, hulking amalgamation of parts. It seems to be maintaining a very unstable bluespace anomaly."
clockwork_desc = "Nezbere's magnum opus: a hulking clockwork machine capable of combining bluespace and steam power to summon Ratvar. Once activated, \
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."
@@ -124,7 +124,7 @@
/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/spawn_animation()
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)
sound_to_playing_players(volume = 10, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
sound_to_playing_players(volume = 10, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
seconds_until_activation = 0
SSshuttle.registerHostileEnvironment(src)
@@ -157,7 +157,7 @@
SSshuttle.clearHostileEnvironment(src)
if(!purpose_fulfilled)
hierophant_message("<span class='bold large_brass'>The Ark has fallen!</span>")
sound_to_playing_players(null, channel = CHANNEL_JUSTICAR_ARK)
sound_to_playing_players(null, channel = CHANNEL_JUSTICIAR_ARK)
if(istype(SSticker.mode, /datum/game_mode/clockwork_cult))
SSticker.force_ending = TRUE //rip
if(glow)
@@ -190,7 +190,7 @@
resistance_flags |= INDESTRUCTIBLE
countdown.stop()
visible_message(span_userdanger("[src] begins to pulse uncontrollably... you might want to run!"))
sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_disrupted.ogg'))
sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_disrupted.ogg'))
for(var/mob/M in GLOB.player_list)
var/turf/T = get_turf(M)
if((T && T.z == z) || is_servant_of_ratvar(M))
@@ -314,19 +314,19 @@
for(var/V in GLOB.generic_event_spawns)
addtimer(CALLBACK(src, PROC_REF(open_portal), get_turf(V)), rand(100, 600))
sound_to_playing_players('sound/magic/clockwork/invoke_general.ogg', 30, FALSE)
sound_to_playing_players(volume = 15, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
sound_to_playing_players(volume = 15, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
second_sound_played = TRUE
make_glow()
glow.icon_state = "clockwork_gateway_charging"
if(GATEWAY_REEBE_FOUND to GATEWAY_RATVAR_COMING)
if(!third_sound_played)
sound_to_playing_players(volume = 20, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_active.ogg', TRUE))
sound_to_playing_players(volume = 20, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_active.ogg', TRUE))
third_sound_played = TRUE
make_glow()
glow.icon_state = "clockwork_gateway_active"
if(GATEWAY_RATVAR_COMING to GATEWAY_RATVAR_ARRIVAL)
if(!fourth_sound_played)
sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_closing.ogg', TRUE))
sound_to_playing_players(volume = 25, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/clockcult_gateway_closing.ogg', TRUE))
fourth_sound_played = TRUE
make_glow()
glow.icon_state = "clockwork_gateway_closing"
@@ -338,7 +338,7 @@
purpose_fulfilled = TRUE
make_glow()
animate(glow, transform = matrix() * 1.5, alpha = 255, time = 12.5 SECONDS)
sound_to_playing_players(volume = 100, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/ratvar_rises.ogg')) //End the sounds
sound_to_playing_players(volume = 100, channel = CHANNEL_JUSTICIAR_ARK, S = sound('sound/effects/ratvar_rises.ogg')) //End the sounds
sleep(12.5 SECONDS)
make_glow()
animate(glow, transform = matrix() * 3, alpha = 0, time = 0.5 SECONDS)
@@ -389,7 +389,7 @@
return
initiate_mass_recall() //wHOOPS LOOKS LIKE A HULK GOT THROUGH
//the actual appearance of the Ark of the Clockwork Justicar; an object so the edges of the gate can be clicked through.
//the actual appearance of the Ark of the Clockwork Justiciar; an object so the edges of the gate can be clicked through.
/obj/effect/clockwork/overlay/gateway_glow
icon = 'icons/effects/96x96.dmi'
icon_state = "clockwork_gateway_components"

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@@ -456,7 +456,7 @@ GLOBAL_VAR_INIT(ai_control_code, random_nukecode(6))
return
var/mob/living/silicon/ai/A = target
if(A.mind && is_servant_of_ratvar(A))
to_chat(user, span_brass("[A] has already seen the light of the Justicar!"))
to_chat(user, span_brass("[A] has already seen the light of the Justiciar!"))
return
if(A.stat == DEAD)
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
glass_desc = "A freezing pint of malt liquor."
/datum/reagent/consumable/ethanol/ratvarnac
name = "Justicars Juice"
name = "Justiciar's Juice"
description = "I don't even know what an eminence is, but I want him to recall."
metabolization_rate = INFINITY
boozepwr = 30

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@@ -857,7 +857,7 @@
"\bclockwork\b": "clockvurk",
"\bclockworks\b": "clockvurks",
"\bjustice\b": "yustice",
"\bjusticar\b": "yusticar",
"\bjusticiar\b": "yusticiar",
"\bgeometer\b": "yeometer",
"\bvampire\b": "vampyr",
"\bvampires\b": "vampyrs",

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@@ -13,7 +13,7 @@ const ServantOfRatvar: Antagonist = {
description: [
multiline`
A flash of yellow light! The sound of whooshing steam and clanking cogs surrounds you, and you understand your mission.
Ratvar, the Clockwork Justicar, has trusted you to secure the gateway in his Ark!
Ratvar, the Clockwork Justiciar, has trusted you to secure the gateway in his Ark!
`,
RATVAR_MECHANICAL_DESCRIPTION,
],

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@@ -1787,13 +1787,13 @@
#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_drivers.dm"
#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_scripts.dm"
#include "code\modules\antagonists\clockcult\clock_structures\_trap_object.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ark_of_the_clockwork_justicar.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ark_of_the_clockwork_justiciar.dm"
#include "code\modules\antagonists\clockcult\clock_structures\clockwork_obelisk.dm"
#include "code\modules\antagonists\clockcult\clock_structures\eminence_spire.dm"
#include "code\modules\antagonists\clockcult\clock_structures\heralds_beacon.dm"
#include "code\modules\antagonists\clockcult\clock_structures\mania_motor.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ocular_warden.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ratvar_the_clockwork_justicar.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ratvar_the_clockwork_justiciar.dm"
#include "code\modules\antagonists\clockcult\clock_structures\stargazer.dm"
#include "code\modules\antagonists\clockcult\clock_structures\taunting_trail.dm"
#include "code\modules\antagonists\clockcult\clock_structures\wall_gear.dm"