Clockwork Cult Defenses Patch - Leader role, traps and wiring, hulk and mech soft-counters, +more
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CitadelStationBot
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0ae0c44991
@@ -2,6 +2,27 @@
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// SCRIPTS //
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/////////////
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//Replica Fabricator: Creates a replica fabricator, used to convert objects and repair clockwork structures.
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/datum/clockwork_scripture/create_object/replica_fabricator
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descname = "Creates Brass and Converts Objects - Important!"
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name = "Replica Fabricator"
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desc = "Forms a device that, when used on certain objects, replaces them with their Ratvarian equivalents. It requires power to function."
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invocations = list("With this device...", "...his presence shall be made known.")
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channel_time = 20
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power_cost = 250
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whispered = TRUE
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object_path = /obj/item/clockwork/replica_fabricator
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creator_message = "<span class='brass'>You form a replica fabricator.</span>"
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usage_tip = "Clockwork Walls cause nearby Tinkerer's Caches to generate components passively, making this a vital tool. Clockwork Floors heal toxin damage in Servants standing on them."
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tier = SCRIPTURE_SCRIPT
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space_allowed = TRUE
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 1
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quickbind = TRUE
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quickbind_desc = "Creates a Replica Fabricator, which can convert various objects to Ratvarian variants."
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//Ocular Warden: Creates an ocular warden, which defends a small area near it.
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/datum/clockwork_scripture/create_object/ocular_warden
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descname = "Structure, Turret"
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@@ -17,8 +38,8 @@
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tier = SCRIPTURE_SCRIPT
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one_per_tile = TRUE
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space_allowed = TRUE
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primary_component = BELLIGERENT_EYE
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sort_priority = 1
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 2
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quickbind = TRUE
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quickbind_desc = "Creates an Ocular Warden, which will automatically attack nearby unrestrained non-Servants that can see it."
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@@ -29,26 +50,6 @@
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return ..()
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//Judicial Visor: Creates a judicial visor, which can smite an area.
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/datum/clockwork_scripture/create_object/judicial_visor
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descname = "Delayed Area Knockdown Glasses"
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name = "Judicial Visor"
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desc = "Creates a visor that can smite an area, applying Belligerent and briefly stunning. The smote area will explode after 3 seconds."
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invocations = list("Grant me the flames of Engine!")
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channel_time = 10
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power_cost = 400
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whispered = TRUE
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object_path = /obj/item/clothing/glasses/judicial_visor
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creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting a small area.</span>"
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usage_tip = "The visor has a thirty-second cooldown once used."
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tier = SCRIPTURE_SCRIPT
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space_allowed = TRUE
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primary_component = BELLIGERENT_EYE
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sort_priority = 2
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quickbind = TRUE
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quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning."
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//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
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/datum/clockwork_scripture/create_object/vitality_matrix
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descname = "Trap, Damage to Healing"
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@@ -64,147 +65,35 @@
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usage_tip = "The sigil will be consumed upon reviving a Servant."
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tier = SCRIPTURE_SCRIPT
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one_per_tile = TRUE
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primary_component = VANGUARD_COGWHEEL
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 3
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quickbind = TRUE
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quickbind_desc = "Creates a Vitality Matrix, which drains non-Servants on it to heal Servants that cross it."
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//Mending Mantra: Channeled for up to ten times over twenty seconds to repair structures and heal allies
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/datum/clockwork_scripture/channeled/mending_mantra
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descname = "Channeled, Area Healing and Repair"
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name = "Mending Mantra"
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desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed. Channeled every two seconds for a maximum of twenty seconds."
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chant_invocations = list("Mend our dents!", "Heal our scratches!", "Repair our gears!")
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chant_amount = 10
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chant_interval = 20
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power_cost = 1000
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usage_tip = "This is a very effective way to rapidly reinforce a base after an attack."
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tier = SCRIPTURE_SCRIPT
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primary_component = VANGUARD_COGWHEEL
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sort_priority = 4
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quickbind = TRUE
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quickbind_desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed.<br><b>Maximum 10 chants.</b>"
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var/heal_attempts = 4
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var/heal_amount = 2.5
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var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
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var/static/list/heal_finish_messages = list("There, all mended!", "Try not to get too damaged.", "No more dents and scratches for you!", "Champions never die.", "All patched up.", \
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"Ah, child, it's okay now.", "Pain is temporary.", "What you do for the Justiciar is eternal.", "Bear this for me.", "Be strong, child.", "Please, be careful!", \
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"If you die, you will be remembered.")
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var/static/list/heal_target_typecache = typecacheof(list(
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/obj/structure/destructible/clockwork,
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/obj/machinery/door/airlock/clockwork,
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/obj/machinery/door/window/clockwork,
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/obj/structure/window/reinforced/clockwork,
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/obj/structure/table/reinforced/brass))
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var/static/list/ratvarian_armor_typecache = typecacheof(list(
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/obj/item/clothing/suit/armor/clockwork,
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/obj/item/clothing/head/helmet/clockwork,
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/obj/item/clothing/gloves/clockwork,
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/obj/item/clothing/shoes/clockwork))
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/datum/clockwork_scripture/channeled/mending_mantra/chant_effects(chant_number)
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var/turf/T
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for(var/atom/movable/M in range(7, invoker))
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if(isliving(M))
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if(isclockmob(M) || istype(M, /mob/living/simple_animal/drone/cogscarab))
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var/mob/living/simple_animal/S = M
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if(S.health == S.maxHealth || S.stat == DEAD)
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continue
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T = get_turf(M)
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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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S.adjustHealth(-heal_amount)
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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if(i == heal_attempts && S.health >= S.maxHealth) //we finished healing on the last tick, give them the message
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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else if(issilicon(M))
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var/mob/living/silicon/S = M
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if(S.health == S.maxHealth || S.stat == DEAD || !is_servant_of_ratvar(S))
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continue
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T = get_turf(M)
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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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S.heal_ordered_damage(heal_amount, damage_heal_order)
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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if(i == heal_attempts && S.health >= S.maxHealth)
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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else if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.health == H.maxHealth || H.stat == DEAD || !is_servant_of_ratvar(H))
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continue
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T = get_turf(M)
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var/heal_ticks = 0 //one heal tick for each piece of ratvarian armor worn
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var/obj/item/I = H.get_item_by_slot(slot_wear_suit)
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if(is_type_in_typecache(I, ratvarian_armor_typecache))
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heal_ticks++
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I = H.get_item_by_slot(slot_head)
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if(is_type_in_typecache(I, ratvarian_armor_typecache))
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heal_ticks++
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I = H.get_item_by_slot(slot_gloves)
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if(is_type_in_typecache(I, ratvarian_armor_typecache))
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heal_ticks++
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I = H.get_item_by_slot(slot_shoes)
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if(is_type_in_typecache(I, ratvarian_armor_typecache))
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heal_ticks++
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if(heal_ticks)
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for(var/i in 1 to heal_ticks)
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if(H.health < H.maxHealth)
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H.heal_ordered_damage(heal_amount, damage_heal_order)
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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if(i == heal_ticks && H.health >= H.maxHealth)
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to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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else
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to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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else if(is_type_in_typecache(M, heal_target_typecache))
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var/obj/structure/destructible/clockwork/C = M
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if(C.obj_integrity == C.max_integrity || (istype(C) && !C.can_be_repaired))
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continue
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T = get_turf(M)
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for(var/i in 1 to heal_attempts)
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if(C.obj_integrity < C.max_integrity)
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C.obj_integrity = min(C.obj_integrity + 5, C.max_integrity)
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C.update_icon()
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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else
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break
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new /obj/effect/temp_visual/ratvar/mending_mantra(get_turf(invoker))
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return TRUE
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//Replica Fabricator: Creates a replica fabricator, used to convert objects and repair clockwork structures.
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/datum/clockwork_scripture/create_object/replica_fabricator
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descname = "Replaces Objects with Ratvarian Versions"
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name = "Replica Fabricator"
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desc = "Forms a device that, when used on certain objects, replaces them with their Ratvarian equivalents. It requires power to function."
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invocations = list("With this device...", "...his presence shall be made known.")
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channel_time = 20
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power_cost = 250
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//Judicial Visor: Creates a judicial visor, which can smite an area.
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/datum/clockwork_scripture/create_object/judicial_visor
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descname = "Delayed Area Knockdown Glasses"
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name = "Judicial Visor"
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desc = "Creates a visor that can smite an area, applying Belligerent and briefly stunning. The smote area will explode after 3 seconds."
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invocations = list("Grant me the flames of Engine!")
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channel_time = 10
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power_cost = 400
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whispered = TRUE
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object_path = /obj/item/clockwork/replica_fabricator
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creator_message = "<span class='brass'>You form a replica fabricator.</span>"
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usage_tip = "Clockwork Walls cause nearby Tinkerer's Caches to generate components passively, making this a vital tool. Clockwork Floors heal toxin damage in Servants standing on them."
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object_path = /obj/item/clothing/glasses/judicial_visor
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creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting a small area.</span>"
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usage_tip = "The visor has a thirty-second cooldown once used."
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tier = SCRIPTURE_SCRIPT
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space_allowed = TRUE
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primary_component = REPLICANT_ALLOY
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sort_priority = 5
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primary_component = BELLIGERENT_EYE
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sort_priority = 4
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quickbind = TRUE
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quickbind_desc = "Creates a Replica Fabricator, which can convert various objects to Ratvarian variants."
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quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning."
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//Clockwork Arnaments: Grants the invoker the ability to call forth a Ratvarian spear and clockwork armor.
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/datum/clockwork_scripture/clockwork_arnaments
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descname = "Summonable Armor and Weapons"
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descname = "Summonable Armor and Weapons - Important!"
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name = "Clockwork Arnaments"
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desc = "Allows the invoker to summon clockwork armor and a Ratvarian spear at will. The spear's attacks will generate Vitality, used for healing."
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invocations = list("Grant me arnaments...", "...from the forge of Armorer!")
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@@ -213,8 +102,8 @@
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whispered = TRUE
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usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear. You will need to wait for 30 seconds before resummoning it."
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tier = SCRIPTURE_SCRIPT
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primary_component = REPLICANT_ALLOY
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sort_priority = 6
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primary_component = VANGUARD_COGWHEEL
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sort_priority = 5
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quickbind = TRUE
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quickbind_desc = "Permanently binds clockwork armor and a Ratvarian spear to you."
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@@ -312,8 +201,8 @@
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multiple_invokers_optional = TRUE
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usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
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tier = SCRIPTURE_SCRIPT
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 9
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primary_component = GEIS_CAPACITOR
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sort_priority = 6
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quickbind = TRUE
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quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
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