Merge pull request #9779 from Ghommie/Ghommie-cit341
A few clock cult improvements.
This commit is contained in:
@@ -167,6 +167,7 @@ Credit where due:
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number_players -= 30
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starter_servants += round(number_players / 10)
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starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
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GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
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while(starter_servants)
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var/datum/mind/servant = antag_pick(antag_candidates)
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servants_to_serve += servant
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@@ -126,7 +126,7 @@
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/datum/dynamic_ruleset/roundstart/changeling/execute()
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var/team_mode = FALSE
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if(prob(team_mode_probability))
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if(prob(team_mode_probability))
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team_mode = TRUE
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var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
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var/list/possible_team_objectives = list()
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@@ -174,14 +174,14 @@
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/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
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if(GLOB.wizardstart.len == 0)
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return FALSE
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var/mob/M = pick(candidates)
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if (M)
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candidates -= M
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assigned += M.mind
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M.mind.assigned_role = ROLE_WIZARD
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M.mind.special_role = ROLE_WIZARD
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return TRUE
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/datum/dynamic_ruleset/roundstart/wizard/execute()
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@@ -189,7 +189,7 @@
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M.current.forceMove(pick(GLOB.wizardstart))
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M.add_antag_datum(new antag_datum())
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return TRUE
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//////////////////////////////////////////////
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// //
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// BLOOD CULT //
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@@ -238,7 +238,7 @@
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var/datum/antagonist/cult/new_cultist = new antag_datum()
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new_cultist.cult_team = main_cult
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new_cultist.give_equipment = TRUE
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M.add_antag_datum(new_cultist)
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M.add_antag_datum(new_cultist)
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main_cult.setup_objectives()
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return TRUE
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@@ -390,7 +390,7 @@
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SSshuttle.registerHostileEnvironment(src)
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return TRUE
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/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
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if(check_rev_victory())
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finished = 1
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@@ -492,6 +492,7 @@
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number_players -= 30
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starter_servants += round(number_players / 10)
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starter_servants = min(starter_servants, 8)
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GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
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for (var/i in 1 to starter_servants)
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var/mob/servant = pick(candidates)
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candidates -= servant
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@@ -605,7 +606,7 @@
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high_population_requirement = 101
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var/devil_limit = 4 // Hard limit on devils if scaling is turned off
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/datum/dynamic_ruleset/roundstart/devil/pre_execute()
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/datum/dynamic_ruleset/roundstart/devil/pre_execute()
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var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
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var/num_devils = 1
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@@ -147,6 +147,11 @@
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if(iscarbon(L))
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var/mob/living/carbon/M = L
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M.uncuff()
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var/brutedamage = L.getBruteLoss()
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var/burndamage = L.getFireLoss()
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if(brutedamage || burndamage)
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L.adjustBruteLoss(-(brutedamage * 0.25))
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L.adjustFireLoss(-(burndamage * 0.25))
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L.Knockdown(50) //Completely defenseless for five seconds - mainly to give them time to read over the information they've just been presented with
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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@@ -262,7 +267,7 @@
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clockwork_desc = "A sigil that will drain non-Servants that remain on it. Servants that remain on it will be healed if it has any vitality drained."
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icon_state = "sigilvitality"
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layer = SIGIL_LAYER
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alpha = 75
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alpha = 125
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color = "#123456"
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affects_servants = TRUE
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stat_affected = DEAD
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@@ -80,7 +80,7 @@
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power_cost = 125
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whispered = TRUE
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object_path = /obj/effect/clockwork/sigil/submission
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creator_message = "<span class='brass'>A luminous sigil appears below you. Any non-Servants to cross it will be converted after 8 seconds if they do not move.</span>"
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creator_message = "<span class='brass'>A luminous sigil appears below you. Any non-Servants to cross it will be converted and healed of some of their wounds after 8 seconds if they do not move.</span>"
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usage_tip = "This is the primary conversion method, though it will not penetrate mindshield implants."
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tier = SCRIPTURE_DRIVER
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one_per_tile = TRUE
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@@ -71,6 +71,7 @@
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return TRUE
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/obj/structure/destructible/clockwork/trap/proc/activate()
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return
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//These objects send signals to normal traps to activate
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/obj/structure/destructible/clockwork/trap/trigger
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@@ -79,6 +80,14 @@
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break_message = "<span class='warning'>The trigger breaks apart!</span>"
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density = FALSE
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/obj/structure/destructible/clockwork/trap/trigger/Initialize()
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. = ..()
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for(var/obj/structure/destructible/clockwork/trap/T in get_turf(src))
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if(!istype(T, /obj/structure/destructible/clockwork/trap/trigger))
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wired_to += T
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T.wired_to += src
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to_chat(usr, "<span class='alloy'>[src] automatically links with [T] beneath it.</span>")
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/obj/structure/destructible/clockwork/trap/trigger/activate()
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for(var/obj/structure/destructible/clockwork/trap/T in wired_to)
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if(istype(T, /obj/structure/destructible/clockwork/trap/trigger)) //Triggers don't go off multiple times
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@@ -110,9 +110,7 @@
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if(!(BI.resistance_flags & ON_FIRE))
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BI.fire_act()
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continue
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if(is_servant_of_ratvar(L) || (HAS_TRAIT(L, TRAIT_BLIND)) || L.anti_magic_check(TRUE, TRUE))
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continue
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if(L.stat || L.lying)
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if(is_servant_of_ratvar(L) || (HAS_TRAIT(L, TRAIT_BLIND)) || L.anti_magic_check(TRUE, TRUE) || L.incapacitated(TRUE))
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continue
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if (iscarbon(L))
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var/mob/living/carbon/c = L
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+1
-9
@@ -7,18 +7,10 @@
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icon_state = "pressure_sensor"
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alpha = 50
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/obj/structure/destructible/clockwork/trap/trigger/Initialize()
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. = ..()
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for(var/obj/structure/destructible/clockwork/trap/T in get_turf(src))
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if(!istype(T, /obj/structure/destructible/clockwork/trap/trigger))
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wired_to += T
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T.wired_to += src
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to_chat(usr, "<span class='alloy'>[src] automatically links with [T] beneath it.</span>")
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/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/Crossed(atom/movable/AM)
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if(isliving(AM) && !is_servant_of_ratvar(AM))
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var/mob/living/L = AM
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if(L.stat || L.m_intent == MOVE_INTENT_WALK || L.lying)
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if(L.stat || L.m_intent == MOVE_INTENT_WALK || L.movement_type & (FLYING|FLOATING))
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return
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audible_message("<i>*click*</i>")
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playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
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