Clockwork Cult Defenses Patch - Leader role, traps and wiring, hulk and mech soft-counters, +more
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CitadelStationBot
parent
e7e9a4cc9b
commit
0ae0c44991
@@ -56,6 +56,7 @@
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sheet_amount = 1
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girder_type = /obj/structure/destructible/clockwork/wall_gear
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baseturf = /turf/open/floor/clockwork/reebe
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var/heated
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var/obj/effect/clockwork/overlay/wall/realappearence
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/turf/closed/wall/clockwork/Initialize()
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@@ -110,6 +111,36 @@
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for(var/i in 1 to 3)
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new/obj/item/clockwork/alloy_shards/small(src)
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/turf/closed/wall/clockwork/attack_hulk(mob/living/user, does_attack_animation = 0)
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..()
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if(heated)
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to_chat(user, "<span class='userdanger'>The wall is searing hot to the touch!</span>")
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user.adjustFireLoss(5)
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playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50, TRUE)
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/turf/closed/wall/clockwork/mech_melee_attack(obj/mecha/M)
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..()
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if(heated)
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to_chat(M.occupant, "<span class='userdanger'>The wall's intense heat completely reflects your [M.name]'s attack!</span>")
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M.take_damage(20, BURN)
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/turf/closed/wall/clockwork/proc/turn_up_the_heat()
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if(!heated)
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name = "superheated [name]"
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visible_message("<span class='warning'>[src] sizzles with heat!</span>")
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playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50, TRUE)
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heated = TRUE
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hardness = -100 //Lower numbers are tougher, so this makes the wall essentially impervious to smashing
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slicing_duration = 150
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animate(realappearence, color = "#FFC3C3", time = 5)
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else
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name = initial(name)
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visible_message("<span class='notice'>[src] cools down.</span>")
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heated = FALSE
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hardness = initial(hardness)
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slicing_duration = initial(slicing_duration)
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animate(realappearence, color = initial(realappearence.color), time = 25)
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/turf/closed/wall/vault
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icon = 'icons/turf/walls.dmi'
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