Powers Reimagined : Void Volt (#12433)
* Void volt try 2 : Conflict boogaloo This time with a new branch because >conflicts * changes up some stuff some modifications & fixes for void volt while also reorginasing the scripture tier scriptures a bit. * Tweaks, fixes and changes After a fuckton of localtesting, I changed around some values / fixed some stuff so it should be fine to have. * haha yeah uh better not leave that one debug message in oops!
This commit is contained in:
@@ -1,21 +1,31 @@
|
||||
//horrifying power drain proc made for clockcult's power drain in lieu of six istypes or six for(x in view) loops
|
||||
/atom/movable/proc/power_drain(clockcult_user)
|
||||
/atom/movable/proc/power_drain(clockcult_user, drain_weapons = FALSE) //This proc as of now is only in use for void volt
|
||||
var/obj/item/stock_parts/cell/cell = get_cell()
|
||||
if(cell)
|
||||
return cell.power_drain(clockcult_user)
|
||||
return 0
|
||||
return 0 //Returns 0 instead of FALSE to symbolise it returning the power amount in other cases, not TRUE aka 1
|
||||
|
||||
/obj/item/melee/baton/power_drain(clockcult_user) //balance memes
|
||||
return 0
|
||||
/obj/item/melee/baton/power_drain(clockcult_user, drain_weapons = FALSE) //balance memes
|
||||
if(!drain_weapons)
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/power_drain(clockcult_user) //balance memes
|
||||
return 0
|
||||
/obj/item/gun/power_drain(clockcult_user, drain_weapons = FALSE) //balance memes
|
||||
if(!drain_weapons)
|
||||
return 0
|
||||
var/obj/item/stock_parts/cell/cell = get_cell()
|
||||
if(!cell)
|
||||
return 0
|
||||
if(cell.charge)
|
||||
. = min(cell.charge, MIN_CLOCKCULT_POWER*4) //Done snowflakey because guns have far smaller cells than batons / other equipment
|
||||
cell.use(.)
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/power/apc/power_drain(clockcult_user)
|
||||
/obj/machinery/power/apc/power_drain(clockcult_user, drain_weapons = FALSE)
|
||||
if(cell && cell.charge)
|
||||
playsound(src, "sparks", 50, 1)
|
||||
flick("apc-spark", src)
|
||||
. = min(cell.charge, MIN_CLOCKCULT_POWER*3)
|
||||
. = min(cell.charge, MIN_CLOCKCULT_POWER*4)
|
||||
cell.use(.) //Better than a power sink!
|
||||
if(!cell.charge && !shorted)
|
||||
shorted = 1
|
||||
@@ -23,9 +33,9 @@
|
||||
update()
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/power/smes/power_drain(clockcult_user)
|
||||
/obj/machinery/power/smes/power_drain(clockcult_user, drain_weapons = FALSE)
|
||||
if(charge)
|
||||
. = min(charge, MIN_CLOCKCULT_POWER*3)
|
||||
. = min(charge, MIN_CLOCKCULT_POWER*4)
|
||||
charge -= . * 50
|
||||
if(!charge && !panel_open)
|
||||
panel_open = TRUE
|
||||
@@ -34,19 +44,19 @@
|
||||
visible_message("<span class='warning'>[src]'s panel flies open with a flurry of sparks!</span>")
|
||||
update_icon()
|
||||
|
||||
/obj/item/stock_parts/cell/power_drain(clockcult_user)
|
||||
/obj/item/stock_parts/cell/power_drain(clockcult_user, drain_weapons = FALSE)
|
||||
if(charge)
|
||||
. = min(charge, MIN_CLOCKCULT_POWER*3)
|
||||
charge = use(.)
|
||||
. = min(charge, MIN_CLOCKCULT_POWER * 4) //Done like this because normal cells are usually quite a bit bigger than the ones used in guns / APCs
|
||||
use(min(charge, . * 10)) //Usually cell-powered equipment that is not a gun has at least ten times the capacity of a gun / 5 times the amount of an APC. This adjusts the drain to account for that.
|
||||
update_icon()
|
||||
|
||||
/mob/living/silicon/robot/power_drain(clockcult_user)
|
||||
/mob/living/silicon/robot/power_drain(clockcult_user, drain_weapons = FALSE)
|
||||
if((!clockcult_user || !is_servant_of_ratvar(src)) && cell && cell.charge)
|
||||
. = min(cell.charge, MIN_CLOCKCULT_POWER*4)
|
||||
cell.use(.)
|
||||
spark_system.start()
|
||||
|
||||
/obj/mecha/power_drain(clockcult_user)
|
||||
/obj/mecha/power_drain(clockcult_user, drain_weapons = FALSE)
|
||||
if((!clockcult_user || (occupant && !is_servant_of_ratvar(occupant))) && cell && cell.charge)
|
||||
. = min(cell.charge, MIN_CLOCKCULT_POWER*4)
|
||||
cell.use(.)
|
||||
|
||||
@@ -203,6 +203,10 @@ Applications: 8 servants, 3 caches, and 100 CV
|
||||
if(!do_after(invoker, chant_interval, target = invoker, extra_checks = CALLBACK(src, .proc/can_recite)))
|
||||
break
|
||||
clockwork_say(invoker, text2ratvar(pick(chant_invocations)), whispered)
|
||||
if(multiple_invokers_used)
|
||||
for(var/mob/living/L in range(1, get_turf(invoker)))
|
||||
if(can_recite_scripture(L) && L != invoker)
|
||||
clockwork_say(L, text2ratvar(pick(chant_invocations)), whispered)
|
||||
if(!chant_effects(i))
|
||||
break
|
||||
if(invoker && slab)
|
||||
|
||||
@@ -115,7 +115,7 @@
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
space_allowed = TRUE
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 5
|
||||
sort_priority = 6
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Ratvarian shield, which can absorb energy from attacks for use in powerful bashes."
|
||||
|
||||
@@ -131,7 +131,7 @@
|
||||
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."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 6
|
||||
sort_priority = 7
|
||||
important = TRUE
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Permanently binds clockwork armor and a Ratvarian spear to you."
|
||||
@@ -231,7 +231,7 @@
|
||||
usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 7
|
||||
sort_priority = 9
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
|
||||
|
||||
@@ -276,7 +276,7 @@
|
||||
usage_tip = "This is a very effective way to rapidly reinforce a base after an attack."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 7
|
||||
sort_priority = 8
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed.<br><b>Maximum 10 chants.</b>"
|
||||
var/heal_attempts = 4
|
||||
@@ -388,8 +388,8 @@
|
||||
power_cost = 500
|
||||
usage_tip = "Though it requires you to stand still, this scripture can do massive damage."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 10
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 5
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to fire energy rays at target locations.<br><b>Maximum 5 chants.</b>"
|
||||
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.",
|
||||
@@ -420,3 +420,70 @@
|
||||
ranged_message = "<span class='nzcrentr_small'><i>You charge the clockwork slab with shocking might.</i>\n\
|
||||
<b>Left-click a target to fire, quickly!</b></span>"
|
||||
timeout_time = 20
|
||||
|
||||
/datum/clockwork_scripture/channeled/void_volt
|
||||
descname = "Channeled, Power Drain"
|
||||
name = "Void Volt"
|
||||
desc = "A channeled spell that quickly drains any powercells in a radius of eight tiles, but burns the invoker. \
|
||||
Can be channeled with more cultists to increase range and split the caused damage evenly over all invokers. \
|
||||
Also charges clockwork power by a small percentage of the drained power amount, which can help offset this scriptures powercost."
|
||||
invocations = list("Channel their energy through my body... ", "... so it may fuel Engine!")
|
||||
chant_invocations = list("Make their lights fall dark!", "They shall be powerless!", "Rob them of their power!")
|
||||
chant_amount = 20
|
||||
chant_interval = 10 //100KW drain per pulse for guns / APCs / 1MW for other cells = 10 chants / 100ds / 10s to drain a charged weapon or a baton with a nonupgraded cell
|
||||
channel_time = 50
|
||||
power_cost = 300
|
||||
multiple_invokers_used = TRUE
|
||||
multiple_invokers_optional = TRUE
|
||||
usage_tip = "It may be useful to end channelling early if the burning becomes too much to handle.."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 10
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Quickly drains power in an area around the invoker, causing burns proportional to the amount of energy drained.<br><b>Maximum of 20 chants.</b>"
|
||||
|
||||
/datum/clockwork_scripture/channeled/void_volt/scripture_effects()
|
||||
invoker.visible_message("<span class='warning'>[invoker] glows in a brilliant golden light!</span>")
|
||||
invoker.add_atom_colour("#FFD700", ADMIN_COLOUR_PRIORITY)
|
||||
invoker.light_power = 2
|
||||
invoker.light_range = 4
|
||||
invoker.light_color = LIGHT_COLOR_FIRE
|
||||
invoker.update_light()
|
||||
return ..()
|
||||
|
||||
|
||||
/datum/clockwork_scripture/channeled/void_volt/chant_effects(chant_number)
|
||||
var/power_drained = 0
|
||||
var/power_mod = 0.005 //Amount of power drained (generally) is multiplied with this, and subsequently dealt in damage to the invoker, then 15 times that is added to the clockwork cult's power reserves.
|
||||
var/drain_range = 8
|
||||
var/additional_chanters = 0
|
||||
var/list/chanters = list()
|
||||
chanters += invoker
|
||||
for(var/mob/living/L in range(1, invoker))
|
||||
if(!L.stat && is_servant_of_ratvar(L))
|
||||
additional_chanters++
|
||||
chanters += L
|
||||
drain_range = min(drain_range + 2 * additional_chanters, drain_range * 2) //s u c c
|
||||
for(var/t in spiral_range_turfs(drain_range, invoker))
|
||||
var/turf/T = t
|
||||
for(var/M in T)
|
||||
var/atom/movable/A = M
|
||||
power_drained += A.power_drain(TRUE, TRUE) //Yes, this absolutely does drain weaponry. 10 pulses to drain guns / batons, though of course they can just be recharged.
|
||||
new /obj/effect/temp_visual/ratvar/sigil/transgression(invoker.loc, 1 + (power_drained * power_mod))
|
||||
var/datum/effect_system/spark_spread/S = new
|
||||
S.set_up(round(1 + (power_drained * power_mod), 1), 0, get_turf(invoker))
|
||||
S.start()
|
||||
adjust_clockwork_power(power_drained * power_mod * 15)
|
||||
for(var/mob/living/L in chanters)
|
||||
L.adjustFireLoss(round(clamp(power_drained * power_mod / (1 + additional_chanters), 0, 20), 0.1)) //No you won't just immediately melt if you do this in a very power-rich area
|
||||
|
||||
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/channeled/void_volt/chant_end_effects()
|
||||
invoker.visible_message("<span class='warning'>[invoker] stops glowing...</span>")
|
||||
invoker.remove_atom_colour(ADMIN_COLOUR_PRIORITY)
|
||||
invoker.light_power = 0
|
||||
invoker.light_range = 0
|
||||
invoker.update_light()
|
||||
return ..()
|
||||
|
||||
Reference in New Issue
Block a user