Replaces Mending Motor with Mending Mantra
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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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