Replaces Mending Motor with Mending Mantra
This commit is contained in:
@@ -61,7 +61,7 @@
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/obj/item/clockwork/slab/cyborg/medical //five scriptures, plus a spear
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quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/ranged_ability/sentinels_compromise, \
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/datum/clockwork_scripture/create_object/vitality_matrix, /datum/clockwork_scripture/fellowship_armory, /datum/clockwork_scripture/create_object/mending_motor)
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/datum/clockwork_scripture/create_object/vitality_matrix, /datum/clockwork_scripture/channeled/mending_mantra, /datum/clockwork_scripture/fellowship_armory)
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/obj/item/clockwork/slab/cyborg/security //four scriptures, plus a spear
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quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
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@@ -214,28 +214,6 @@
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quickbind_desc = "Creates an Interdiction Lens, which drains power into nearby Sigils of Transmission."
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//Mending Motor: Creates a prism that will quickly heal mechanical servants/clockwork structures at a power cost
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/datum/clockwork_scripture/create_object/mending_motor
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descname = "Powered Structure, Repairs Other Structures"
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name = "Mending Motor"
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desc = "Creates a mechanized prism that will rapidly repair damaged clockwork constructs, converted cyborgs, and clockwork structures."
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invocations = list("May this prism...", "...mend our dents and scratches!")
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channel_time = 80
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consumed_components = list(VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1)
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object_path = /obj/structure/destructible/clockwork/powered/mending_motor
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creator_message = "<span class='brass'>You form a mending motor, which will rapidly repair damaged clockwork constructs, converted cyborgs, and clockwork structures.</span>"
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observer_message = "<span class='warning'>An onyx prism forms in midair and sprouts tendrils to support itself!</span>"
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invokers_required = 2
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multiple_invokers_used = TRUE
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usage_tip = "Powerful healing but power use is somewhat inefficient, though much better than a proselytizer."
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tier = SCRIPTURE_APPLICATION
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one_per_tile = TRUE
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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 = "Creates a Mending Motor, which rapidly repairs constructs and structures at a power cost."
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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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descname = "Powered Structure, Area Denial"
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@@ -110,7 +110,7 @@
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channel_time = 150
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consumed_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 6)
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usage_tip = "Ocular wardens will become empowered, clockwork proselytizers will require no alloy, tinkerer's daemons will produce twice as quickly, \
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and interdiction lenses, mending motors, mania motors, tinkerer's daemons, and clockwork obelisks will all require no power."
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and interdiction lenses, mania motors, tinkerer's daemons, and clockwork obelisks will all require no power."
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tier = SCRIPTURE_REVENANT
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primary_component = REPLICANT_ALLOY
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sort_priority = 4
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@@ -69,6 +69,117 @@
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quickbind_desc = "Creates a Vitality Matrix, which drains non-Servants on it to heal Servants that cross it."
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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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consumed_components = list(VANGUARD_COGWHEEL = 1, REPLICANT_ALLOY = 1)
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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 = 4
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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/overlay/temp/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/overlay/temp/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/overlay/temp/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/overlay/temp/heal(T, "#1E8CE1")
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else
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break
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return TRUE
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//Sigil of Submission: Creates a sigil of submission, which converts one heretic above it after a delay.
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/datum/clockwork_scripture/create_object/sigil_of_submission
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descname = "Trap, Conversion"
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@@ -1,107 +0,0 @@
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//Mending Motor: A prism that consumes replicant alloy or power to repair nearby mechanical servants at a quick rate.
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/obj/structure/destructible/clockwork/powered/mending_motor
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name = "mending motor"
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desc = "A dark onyx prism, held in midair by spiraling tendrils of stone."
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clockwork_desc = "A powerful prism that rapidly repairs nearby mechanical servants and clockwork structures."
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icon_state = "mending_motor_inactive"
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active_icon = "mending_motor"
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inactive_icon = "mending_motor_inactive"
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unanchored_icon = "mending_motor_unwrenched"
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construction_value = 20
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max_integrity = 125
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obj_integrity = 125
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break_message = "<span class='warning'>The prism falls to the ground with a heavy thud!</span>"
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debris = list(/obj/item/clockwork/alloy_shards/small = 3, \
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/obj/item/clockwork/alloy_shards/medium = 1, \
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/obj/item/clockwork/alloy_shards/large = 1, \
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/obj/item/clockwork/component/vanguard_cogwheel/onyx_prism = 1)
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var/heal_attempts = 4
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var/heal_cost = MIN_CLOCKCULT_POWER*2
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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.")
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var/static/list/heal_failure_messages = list("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/mending_motor_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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/obj/structure/destructible/clockwork/powered/mending_motor/examine(mob/user)
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..()
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if(is_servant_of_ratvar(user) || isobserver(user))
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to_chat(user, "<span class='inathneq_small'>It requires at least <b>[heal_cost]W</b> to attempt to repair clockwork mobs, structures, or converted silicons.</span>")
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/obj/structure/destructible/clockwork/powered/mending_motor/forced_disable(bad_effects)
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if(active)
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if(bad_effects)
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try_use_power(heal_cost)
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visible_message("<span class='warning'>[src] emits an airy chuckling sound and falls dark!</span>")
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toggle()
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return TRUE
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/obj/structure/destructible/clockwork/powered/mending_motor/attack_hand(mob/living/user)
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if(user.canUseTopic(src, !issilicon(user), NO_DEXTERY) && is_servant_of_ratvar(user))
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if(total_accessable_power() < MIN_CLOCKCULT_POWER)
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to_chat(user, "<span class='warning'>[src] needs more power to function!</span>")
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return 0
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toggle(0, user)
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/obj/structure/destructible/clockwork/powered/mending_motor/process()
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var/efficiency = get_efficiency_mod()
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for(var/atom/movable/M in range(7, src))
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var/turf/T
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if(isclockmob(M) || istype(M, /mob/living/simple_animal/drone/cogscarab))
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T = get_turf(M)
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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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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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if(try_use_power(heal_cost))
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S.adjustHealth(-(8 * efficiency))
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_failure_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(is_type_in_typecache(M, mending_motor_typecache))
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T = get_turf(M)
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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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for(var/i in 1 to heal_attempts)
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if(C.obj_integrity < C.max_integrity)
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if(try_use_power(heal_cost))
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C.obj_integrity = min(C.obj_integrity + (8 * efficiency), C.max_integrity)
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if(C == src)
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efficiency = get_efficiency_mod()
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C.update_icon()
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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else
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break
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else
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break
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else if(issilicon(M))
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T = get_turf(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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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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if(try_use_power(heal_cost))
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S.heal_ordered_damage(8 * efficiency, damage_heal_order)
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_failure_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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. = ..()
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if(. < heal_cost)
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forced_disable(FALSE)
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+3
-3
@@ -155,7 +155,7 @@ As a Cultist, do not cause too much chaos before your objective is completed. If
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As a Cultist, your team starts off very weak, but if necessary can quickly convert everything they have into raw power. Make sure you have the numbers and equipment to support going loud, or the cult will fall flat on its face.
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As a Cultist, the Blood Boil rune will deal massive amounts of brute damage to non-cultists, stamina damage to Ratvarian scum, and some damage to fellow cultists of Nar-Sie nearby, but will create a fire where the rune stands on use.
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As a Cultist, you can create an army of manifested goons using a combination of the Manifest rune, which creates homunculi from ghosts, and the Blood Drain rune, which drains life from anyone standing on any blood drain rune.
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As a Servant, your clockwork Slab fits in pockets and does not need to be held to communicate with other Servants.
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As a Servant, your Clockwork Slab fits in pockets and does not need to be held to communicate with other Servants.
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As a Servant, remember that while the selection of scripture and tools Servant cyborgs get is limited, it is still extremely useful, and some of it is unique; for example, engineering and janitor cyborgs get a proselytizer that can use their own power in addition to its own.
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As a Servant, the Judicial Visor is an effective defensive combat tool in small spaces, as it stuns and mutes anyone still on it after 3 seconds. It is also useful for stunning already-stunned enemies for long enough to convert them or finish them off.
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As a Servant, making, and protecting, Tinkerer's Caches is extremely important, as caches are required to unlock scripture and share components.
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@@ -171,13 +171,13 @@ As a Servant, you can deconstruct a Clockwork Wall with a Clockwork Proselytizer
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As a Servant, Volt Void will drain power from nearby Sigils of Transmission to up to double the damage of each volt ray. It'll even use your own power if you happen to be a cyborg!
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As a Servant, Fellowship Armory invokes much faster for each nearby servant and attempts to provide each affected servant with powerful armor against melee, bullet, and bomb attacks. The gauntlets provided are also immune to elecricity.
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As a Servant, Spatial Gateway can teleport to any living Servant or Clockwork Obelisk, and gains additional uses and duration for each Servant assisting in the invocation.
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As a Servant, defending the Gateway to the Celestial Derelict is your ultimate goal, and it is heavily recommended that you defend it with all the tools you have avalible, including Ocular Wardens, Mania Motors, Mending Motors, and other, not mentioned things.
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As a Servant, creating and activating the Gateway to the Celestial Derelict is your ultimate goal, and you must defend it with all the tools you have available.
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As a Servant, once Ratvar has arrived, all of your tools gain a massive boost in power and will, in general, have no cost and work at double speed.
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As a Servant, you can impale human targets with a Ratvarian Spear by pulling them, then attacking them. This does massive damage and stuns them, and should effectively win the fight.
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As a Servant, Sentinel's Compromise can instantly return you or another Servant to a fighting state by converting half of all their brute, burn, and oxygen damage to toxin, effectively halving the damage they have. Clockwork Floors will also rapidly heal toxin damage in Servants, allowing the Compromise more effectiveness.
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As a Servant, Belligerent and Taunting Tirade are extremely powerful for disabling and disrupting large groups of enemies, though they render you somewhat vulnerable, as Belligerent requires that you stand still, and Taunting Tirade makes you extremely obvious.
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As a Servant, Soul Vessels can be placed in cyborg shells, mecha, Cogscarab shells, and Anima Fragment shells.
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As a Servant, you can unwrench Clockwork Structures, but doing so will damage them, severely weakening them until repaired with a proselytizer or a mending motor. Damage from other sources will also similarly weaken structures.
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As a Servant, you can unwrench Clockwork Structures, but doing so will damage them, severely weakening them until repaired with a Proselytizer or Mending Mantra. Damage from other sources will also similarly weaken structures.
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You can deconvert Cultists of Nar-Sie and Servants of Ratvar by feeding them large amounts of holy water.
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As a Wizard, you can turn people to stone, then animate the resulting statue with a staff of animation to create an extremely powerful minion, for all of 5 minutes at least.
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As a Wizard, the fireball spell performs very poorly at close range, as it can easily catch you in the blast. It is best used as a form of artillery down long hallways.
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@@ -453,7 +453,6 @@
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#include "code\game\gamemodes\clock_cult\clock_structures\geis_binding.dm"
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#include "code\game\gamemodes\clock_cult\clock_structures\interdiction_lens.dm"
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#include "code\game\gamemodes\clock_cult\clock_structures\mania_motor.dm"
|
||||
#include "code\game\gamemodes\clock_cult\clock_structures\mending_motor.dm"
|
||||
#include "code\game\gamemodes\clock_cult\clock_structures\ocular_warden.dm"
|
||||
#include "code\game\gamemodes\clock_cult\clock_structures\ratvar_the_clockwork_justicar.dm"
|
||||
#include "code\game\gamemodes\clock_cult\clock_structures\taunting_trail.dm"
|
||||
|
||||
Reference in New Issue
Block a user