same as last commit but I actually stage all the right files
This commit is contained in:
45
code/_onclick/hud/clockwork_marauder.dm
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45
code/_onclick/hud/clockwork_marauder.dm
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@@ -0,0 +1,45 @@
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/datum/hud/marauder
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var/obj/screen/hosthealth
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var/obj/screen/blockchance
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var/obj/screen/counterchance
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/datum/hud/marauder/New(mob/living/simple_animal/hostile/clockwork/marauder/guardian/owner)
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..()
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var/obj/screen/using
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healths = new /obj/screen/healths/clock()
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infodisplay += healths
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hosthealth = new /obj/screen/healths/clock()
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hosthealth.screen_loc = ui_internal
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infodisplay += hosthealth
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using = new /obj/screen/marauder/emerge()
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using.screen_loc = ui_zonesel
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static_inventory += using
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/datum/hud/marauder/Destroy()
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blockchance = null
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counterchance = null
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hosthealth = null
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return ..()
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud/marauder(src, ui_style2icon(client.prefs.UI_style))
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/obj/screen/marauder
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icon = 'icons/mob/clockwork_mobs.dmi'
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/obj/screen/marauder/emerge
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icon_state = "clockguard_emerge"
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name = "Emerge/Return"
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desc = "Emerge or Return."
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/obj/screen/marauder/emerge/Click()
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if(istype(usr, /mob/living/simple_animal/hostile/clockwork/marauder/guardian))
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var/mob/living/simple_animal/hostile/clockwork/marauder/guardian/G = usr
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if(G.is_in_host())
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G.try_emerge()
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else
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G.return_to_host()
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@@ -125,7 +125,7 @@
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#undef MARAUDER_SLOWDOWN_PERCENTAGE
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#undef MARAUDER_SHIELD_REGEN_TIME
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/*//Clockwork guardian: Slow but with high damage, resides inside of a servant. Created via the Memory Allocation scripture.
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//Clockwork guardian: Slow but with high damage, resides inside of a servant. Created via the Memory Allocation scripture.
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian
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name = "clockwork guardian"
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desc = "A stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield and stands ready by its master."
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@@ -136,10 +136,12 @@
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obj_damage = 40
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melee_damage_lower = 12
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melee_damage_upper = 12
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attacktext = "slashes"
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/weapons/bladeslice.ogg'
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weather_immunities = list("lava")
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movement_type = FLYING
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AIStatus = AI_OFF //this has to be manually set so that the guardian doesn't start bashing the host, how annoying -_-
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loot = list(/obj/item/clockwork/component/geis_capacitor/fallen_armor)
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var/true_name = "Meme Master 69" //Required to call forth the guardian
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var/global/list/possible_true_names = list("Servant", "Warden", "Serf", "Page", "Usher", "Knave", "Vassal", "Escort")
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@@ -152,7 +154,7 @@
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light_power = 1.1
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playstyle_string = "<span class='sevtug'>You are a clockwork guardian</span><b>, a living extension of Sevtug's will. As a guardian, you are somewhat slow, but may block attacks, \
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and have a chance to also counter blocked melee attacks for extra damage, in addition to being immune to extreme temperatures and pressures. \
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Your primary goal is to serve the creature that you are now a part of. You can use <span class='sevtug_small'><i>:b</i></span> to communicate silently with your master, \
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Your primary goal is to serve the creature that you are now a part of, as well as The Clockwork Justiciar, Ratvar. You can use <span class='sevtug_small'><i>The Hierophant Network</i></span> to communicate silently with your master and their allies, \
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but can only exit if your master calls your true name or if they are exceptionally damaged. \
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\n\n\
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Stay near your host to protect and heal them; being too far from your host will rapidly cause you massive damage. Recall to your host if you are too weak and believe you cannot continue \
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@@ -162,7 +164,7 @@
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. = ..()
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true_name = pick(possible_true_names)
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/mob/living/simple_animal/hostile/clockwork/marauder/guardianLife()
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian/BiologicalLife(seconds, times_fired)
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..()
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if(is_in_host())
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if(!is_servant_of_ratvar(host))
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@@ -251,9 +253,9 @@
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if(!new_host)
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return FALSE
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host = new_host
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var/datum/action/innate/summon_marauder/guardian/SM = new()
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SM.linked_guardian = src
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SM.Grant(host)
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var/datum/action/innate/summon_guardian/SG = new()
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SG.linked_guardian = src
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SG.Grant(host)
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var/datum/action/innate/linked_minds/LM = new()
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LM.linked_guardian = src
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LM.Grant(host)
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@@ -261,8 +263,8 @@
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian/proc/unbind_from_host()
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if(host)
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for(var/datum/action/innate/summon_marauder/guardian/SM in host.actions)
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qdel(SM)
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for(var/datum/action/innate/summon_guardian/SG in host.actions)
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qdel(SG)
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for(var/datum/action/innate/linked_minds/LM in host.actions)
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qdel(LM)
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host = null
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@@ -294,8 +296,8 @@
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian/update_health_hud()
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if(hud_used && hud_used.healths)
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if(istype(hud_used, /datum/hud/guardian))
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var/datum/hud/guardian/M = hud_used
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if(istype(hud_used, /datum/hud/marauder))
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var/datum/hud/marauder/G = hud_used
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var/resulthealth
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if(host)
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if(iscarbon(host))
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@@ -304,7 +306,7 @@
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resulthealth = "[round((host.health / host.maxHealth) * 100, 0.5)]%"
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else
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resulthealth = "NONE"
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M.hosthealth.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#AF0AAF'>HOST<br>[resulthealth]</font></div>"
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G.hosthealth.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#AF0AAF'>HOST<br>[resulthealth]</font></div>"
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hud_used.healths.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#AF0AAF'>[round((health / maxHealth) * 100, 0.5)]%</font>"
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian/proc/update_stats()
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@@ -312,7 +314,7 @@
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speed = 0
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melee_damage_lower = 20
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melee_damage_upper = 20
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attacktext = "devastates"
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attack_verb_continuous = "devastates"
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else
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var/healthpercent = (health/maxHealth) * 100
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switch(healthpercent)
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@@ -320,32 +322,32 @@
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speed = 0
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melee_damage_lower = 16
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melee_damage_upper = 16
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attacktext = "viciously slashes"
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attack_verb_continuous = "viciously slashes"
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if(70 to 40)
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speed = initial(speed)
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melee_damage_lower = initial(melee_damage_lower)
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melee_damage_upper = initial(melee_damage_upper)
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attacktext = initial(attacktext)
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attack_verb_continuous = initial(attack_verb_continuous)
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if(40 to 30) //Damage decrease, but not speed
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speed = initial(speed)
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melee_damage_lower = 10
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melee_damage_upper = 10
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attacktext = "lightly slashes"
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attack_verb_continuous = "lightly slashes"
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if(30 to 20) //Speed decrease
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speed = 2
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melee_damage_lower = 8
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melee_damage_upper = 8
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attacktext = "lightly slashes"
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attack_verb_continuous = "lightly slashes"
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if(20 to 10) //Massive speed decrease and weak melee attacks
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speed = 3
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melee_damage_lower = 6
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melee_damage_upper = 6
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attacktext = "weakly slashes"
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attack_verb_continuous = "weakly slashes"
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if(10 to 0) //We are super weak and going to die
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speed = 4
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melee_damage_lower = 4
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melee_damage_upper = 4
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attacktext = "taps"
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attack_verb_continuous = "taps"
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//ATTACKING, BLOCKING, and COUNTERING
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@@ -404,10 +406,10 @@
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if(target && Adjacent(target))
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if(prob(counterchance))
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counterchance = initial(counterchance)
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var/previousattacktext = attacktext
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attacktext = "counters"
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var/previousattack_verb_continuous = attack_verb_continuous
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attack_verb_continuous = "counters"
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UnarmedAttack(target)
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attacktext = previousattacktext
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attack_verb_continuous = previousattack_verb_continuous
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else
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counterchance = min(counterchance + initial(counterchance), 100)
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else
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@@ -417,13 +419,13 @@
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counterchance = 90
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//COMMUNICATION and EMERGENCE
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/*
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian/handle_inherent_channels(message, message_mode)
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if(host && (is_in_host() || message_mode == MODE_BINARY))
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guardian_comms(message)
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return TRUE
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return ..()
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*/
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/mob/living/simple_animal/hostile/clockwork/marauder/guardian/proc/guardian_comms(message)
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var/name_part = "<span class='sevtug'>[src] ([true_name])</span>"
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message = "<span class='sevtug_small'>\"[message]\"</span>" //Processed output
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@@ -494,7 +496,7 @@
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//HOST ACTIONS
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//Summon guardian action: Calls forth or recalls your guardian
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/datum/action/innate/summon_marauder
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/datum/action/innate/summon_guardian
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name = "Force Guardian to Emerge/Recall"
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desc = "Allows you to force your clockwork guardian to emerge or recall as required."
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button_icon_state = "clockwork_marauder"
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@@ -502,10 +504,10 @@
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check_flags = AB_CHECK_CONSCIOUS
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buttontooltipstyle = "clockcult"
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var/mob/living/simple_animal/hostile/clockwork/marauder/guardian/linked_guardian
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var/static/list/defend_phrases = list("Defend me", "Come forth", "Assist me", "Protect me", "Give aid", "Help me")
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var/static/list/return_phrases = list("Return", "Return to me", "Your job is done", "You have served", "Come back", "Retreat")
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var/list/defend_phrases = list("Defend me", "Come forth", "Assist me", "Protect me", "Give aid", "Help me")
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var/list/return_phrases = list("Return", "Return to me", "Your job is done", "You have served", "Come back", "Retreat")
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/datum/action/innate/summon_marauder/IsAvailable()
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/datum/action/innate/summon_guardian/IsAvailable()
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if(!linked_guardian)
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return FALSE
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if(isliving(owner))
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@@ -554,4 +556,3 @@
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var/link = FOLLOW_LINK(M, src)
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to_chat(M, "[link] [name_part] <span class='sevtug_small'>(to</span> <span class='sevtug'>[linked_guardian] ([linked_guardian.true_name])</span><span class='sevtug_small'>):</span> [message]")
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return TRUE
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*/
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@@ -23,7 +23,7 @@
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quickbind = TRUE
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quickbind_desc = "Creates a Sigil of Transmission, which can drain and will store power for clockwork structures."
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//Prolonging Prism: Creates a prism that will delay the shuttle at a power cost
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/*//Prolonging Prism: Creates a prism that will delay the shuttle at a power cost
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/datum/clockwork_scripture/create_object/prolonging_prism
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descname = "Powered Structure, Delay Emergency Shuttles"
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name = "Prolonging Prism"
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@@ -54,7 +54,7 @@
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to_chat(invoker, "<span class='inathneq'>\"You must be on the station to construct one of these, champion.\"</span>")
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return FALSE
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return ..()
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*/
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//Mania Motor: Creates a malevolent transmitter that will broadcast the whispers of Sevtug into the minds of nearby nonservants, causing a variety of mental effects at a power cost.
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/datum/clockwork_scripture/create_object/mania_motor
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@@ -99,31 +99,9 @@
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quickbind = TRUE
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quickbind_desc = "Creates a Clockwork Obelisk, which can send messages or open Spatial Gateways with power."
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/*//Tinkerer's Cache: Creates a tinkerer's cache, allowing global component storage.
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/datum/clockwork_scripture/create_object/tinkerers_cache
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descname = "Necessary Structure, Shares Components"
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name = "Tinkerer's Cache"
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desc = "Forms a cache that can store an infinite amount of components. All caches are linked and will provide components to slabs. \
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Striking a cache with a slab will transfer that slab's components to the global cache."
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invocations = list("Constructing...", "...a cache!")
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channel_time = 50
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consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
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object_path = /obj/structure/destructible/clockwork/cache
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creator_message = "<span class='brass'>You form a tinkerer's cache, which is capable of storing components, which will automatically be used by slabs.</span>"
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observer_message = "<span class='warning'>A hollow brass spire rises and begins to blaze!</span>"
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usage_tip = "Slabs will draw components from the global cache after the slab's own repositories, making caches extremely useful."
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tier = SCRIPTURE_DRIVER
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one_per_tile = TRUE
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primary_component = REPLICANT_ALLOY
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sort_priority = 8
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quickbind = TRUE
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quickbind_desc = "Creates a Tinkerer's Cache, which stores components globally for slab access."
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var/static/prev_cost = 0
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*/
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/*//Memory Allocation: Finds a willing ghost and makes them into a clockwork guardian for the invoker.
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//Memory Allocation: Finds a willing ghost and makes them into a clockwork guardian for the invoker.
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/datum/clockwork_scripture/memory_allocation
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descname = "Guardian"
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descname = "Personal Guardian, A Peice Of Your Mind."
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name = "Memory Allocation"
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desc = "Allocates part of your consciousness to a Clockwork Guardian, a variant of Marauder that lives within you, able to be \
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called forth by Speaking its True Name or if you become exceptionally low on health.<br>\
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@@ -154,9 +132,8 @@
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if(!do_after(invoker, 50, target = invoker))
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invoker.visible_message("<span class='warning'>The tendril, covered in blood, retracts from [invoker]'s head and back into the [slab.name]!</span>", \
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"<span class='userdanger'>Total agony overcomes you as the tendril is forced out early!</span>")
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//invoker.notransform = FALSE
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invoker.Knockdown(100)
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invoker.apply_damage(20, BRUTE, "head")//Sevtug leaves a gaping hole in your face if interrupted.
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invoker.apply_damage(50, BRUTE, "head")//Sevtug leaves a gaping hole in your face if interrupted.
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slab.busy = null
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return FALSE
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clockwork_say(invoker, text2ratvar("...the mind made..."))
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@@ -180,7 +157,7 @@
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invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
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"<span class='sevtug'>[M.true_name], a clockwork guardian, has taken up residence in your mind. Communicate with it via the \"Linked Minds\" action button.</span>")
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return TRUE
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*/
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//Clockwork Marauder: Creates a construct shell for a clockwork marauder, a well-rounded frontline fighter.
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/datum/clockwork_scripture/create_object/construct/clockwork_marauder
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descname = "Well-Rounded Combat Construct"
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@@ -230,14 +207,13 @@
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/datum/clockwork_scripture/create_object/summon_arbiter
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descname = "Powerful Assault Mech"
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name = "Summon Neovgre, the Anima Bulwark"
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desc = "Calls forth the mighty Anima Bulwark, a weapon of unmatched power,\
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mech with superior defensive and offensive capabilities. It will \
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desc = "Calls forth the mighty Anima Bulwark, a mech with superior defensive and offensive capabilities. It will \
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steadily regenerate HP and triple its regeneration speed while standing \
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on a clockwork tile. It will automatically draw power from nearby sigils of \
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transmission should the need arise. Its Arbiter laser cannon can decimate foes \
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from a range and is capable of smashing through any barrier presented to it. \
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Be warned, choosing to pilot Neovgre is a lifetime commitment, once you are \
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in you cannot leave and when it is destroyed it will explode catastrophically with you inside."
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Be warned however, choosing to pilot Neovgre is a lifetime commitment, once you are \
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in you cannot leave and when it is destroyed it will explode catastrophically, with you inside."
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invocations = list("By the strength of the alloy...!!", "...call forth the Arbiter!!")
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channel_time = 200 // This is a strong fucking weapon, 20 seconds channel time is getting off light I tell ya.
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power_cost = 75000 //75 KW
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@@ -247,7 +223,7 @@
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object_path = /obj/mecha/combat/neovgre
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tier = SCRIPTURE_APPLICATION
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primary_component = BELLIGERENT_EYE
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sort_priority = 2
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sort_priority = 5
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creator_message = "<span class='brass'>Neovgre, the Anima Bulwark towers over you... your enemies reckoning has come.</span>"
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/datum/clockwork_scripture/create_object/summon_arbiter/check_special_requirements()
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