A few minor clock cult improvements.
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@@ -147,6 +147,16 @@
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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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var/efficiency = 0.75
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var/vitality_cost = FLOOR((brutedamage + burndamage * efficienty) / 10, 1)
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if(GLOB.clockwork_vitality < vitality_cost)
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efficiency = efficienty * round(GLOB.clockwork_vitality / vitality_cost, 0.1)
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L.adjustBruteLoss(-(brutedamage * efficiency))
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L.adjustFireLoss(-(burndamage * efficiency))
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GLOB.clockwork_vitality = min(GLOB.clockwork_vitality - vitality_cost, 0)
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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 +272,7 @@
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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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@@ -80,8 +80,8 @@
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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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usage_tip = "This is the primary conversion method, though it will not penetrate mindshield implants."
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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 and are healed of most of their traumas at a vitality matrix cost.</span>"
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usage_tip = "This is the primary conversion method, though it will not penetrate mindshield implants. Convertees "
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tier = SCRIPTURE_DRIVER
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one_per_tile = TRUE
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primary_component = HIEROPHANT_ANSIBLE
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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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