Powers Remembered: Chants (#12403)
* Initial Commit: Inath-Neq's Mantra * A Volt of Inspiration * Bug Squash I * Bugsquashing II * Bugsquashing III - Now with effects added! * Bugsquashing IV: This probably won't work! * It worked, how about that. Numbers Tweak. * Better Number Tweaks Co-authored-by: The0bserver <Gizmomaster777@gmail.com>
This commit is contained in:
@@ -95,6 +95,56 @@
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icon_state = "warden_gaze"
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duration = 3
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/obj/effect/temp_visual/ratvar/volt_hit
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name = "volt blast"
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layer = ABOVE_MOB_LAYER
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duration = 8
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icon_state = "volt_hit"
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light_range = 1.5
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light_power = 2
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light_color = LIGHT_COLOR_ORANGE
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var/mob/user
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var/damage = 20
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/obj/effect/temp_visual/ratvar/volt_hit/Initialize(mapload, caster)
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. = ..()
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user = caster
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if(user)
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var/matrix/M = new
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M.Turn(Get_Angle(src, user))
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transform = M
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INVOKE_ASYNC(src, .proc/volthit)
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/obj/effect/temp_visual/ratvar/volt_hit/proc/volthit()
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if(user)
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Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
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var/hit_amount = 0
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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if(is_servant_of_ratvar(L))
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continue
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var/obj/item/I = L.anti_magic_check()
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if(I)
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L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
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"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
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continue
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L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
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L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
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log_combat(user, L, "struck with a volt blast")
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hit_amount++
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for(var/obj/mecha/M in T)
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if(M.occupant)
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if(is_servant_of_ratvar(M.occupant))
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continue
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to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
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M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
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M.take_damage(damage, BURN, 0, 0)
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hit_amount++
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if(hit_amount)
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playsound(src, 'sound/machines/defib_zap.ogg', damage*hit_amount, 1, -1)
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else
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playsound(src, "sparks", 50, 1)
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/obj/effect/temp_visual/ratvar/ocular_warden/Initialize()
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. = ..()
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pixel_x = rand(-8, 8)
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@@ -135,6 +135,29 @@
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return TRUE
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//For the Volt Void scripture, fires a ray of energy at a target location
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/obj/effect/proc_holder/slab/volt
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ranged_mousepointer = 'icons/effects/volt_target.dmi'
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/obj/effect/proc_holder/slab/volt/InterceptClickOn(mob/living/caller, params, atom/target)
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if(target == slab || ..()) //we can't cancel
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return TRUE
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var/turf/T = ranged_ability_user.loc
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if(!isturf(T))
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return TRUE
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if(target in view(7, get_turf(ranged_ability_user)))
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successful = TRUE
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ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user] fires a ray of energy at [target]!</span>", "<span class='nzcrentr'>You fire a volt ray at [target].</span>")
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playsound(ranged_ability_user, 'sound/effects/light_flicker.ogg', 50, 1)
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T = get_turf(target)
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new/obj/effect/temp_visual/ratvar/volt_hit(T, ranged_ability_user)
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log_combat(ranged_ability_user, T, "fired a volt ray")
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remove_ranged_ability()
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return TRUE
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//For the Kindle scripture; stuns and mutes a target non-servant.
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/obj/effect/proc_holder/slab/kindle
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ranged_mousepointer = 'icons/effects/volt_target.dmi'
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@@ -263,3 +263,160 @@
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duration = max(duration, 100)
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return slab.procure_gateway(invoker, duration, portal_uses)
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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 = 400
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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 = 7
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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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//Volt Blaster: Channeled for up to five times over ten seconds to fire up to five rays of energy at target locations.
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/datum/clockwork_scripture/channeled/volt_blaster
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descname = "Channeled, Targeted Energy Blasts"
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name = "Volt Blaster"
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desc = "Allows you to fire five energy rays at target locations. Channeled every fourth of a second for a maximum of ten seconds."
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channel_time = 30
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invocations = list("Amperage...", "...grant me your power!")
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chant_invocations = list("Use charge to kill!", "Slay with power!", "Hunt with energy!")
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chant_amount = 5
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chant_interval = 4
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power_cost = 500
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usage_tip = "Though it requires you to stand still, this scripture can do massive damage."
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tier = SCRIPTURE_SCRIPT
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 10
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quickbind = TRUE
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quickbind_desc = "Allows you to fire energy rays at target locations.<br><b>Maximum 5 chants.</b>"
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var/static/list/nzcrentr_insults = list("You're not very good at aiming.", "You hunt badly.", "What a waste of energy.", "Almost funny to watch.",
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"Boss says </span><span class='heavy_brass'>\"Click something, you idiot!\"</span><span class='nzcrentr'>.", "Stop wasting power if you can't aim.")
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/datum/clockwork_scripture/channeled/volt_blaster/chant_effects(chant_number)
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slab.busy = null
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var/datum/clockwork_scripture/ranged_ability/volt_ray/ray = new
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ray.slab = slab
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ray.invoker = invoker
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var/turf/T = get_turf(invoker)
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if(!ray.run_scripture() && slab && invoker)
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if(can_recite() && T == get_turf(invoker))
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to_chat(invoker, "<span class='nzcrentr'>\"[text2ratvar(pick(nzcrentr_insults))]\"</span>")
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else
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return FALSE
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return TRUE
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/obj/effect/ebeam/volt_ray
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name = "volt_ray"
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layer = LYING_MOB_LAYER
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/datum/clockwork_scripture/ranged_ability/volt_ray
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name = "Volt Ray"
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slab_overlay = "volt"
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allow_mobility = FALSE
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ranged_type = /obj/effect/proc_holder/slab/volt
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ranged_message = "<span class='nzcrentr_small'><i>You charge the clockwork slab with shocking might.</i>\n\
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<b>Left-click a target to fire, quickly!</b></span>"
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timeout_time = 20
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