Merge branch 'master' into upstream-merge-33498
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@@ -10,12 +10,15 @@
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for(var/obj/effect/clockwork/sigil/transmission/T in GLOB.all_clockwork_objects)
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T.update_icon()
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var/power_overwhelming = GLOB.clockwork_power
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var/unlock_message
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if(power_overwhelming >= SCRIPT_UNLOCK_THRESHOLD && !GLOB.script_scripture_unlocked)
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GLOB.script_scripture_unlocked = TRUE
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hierophant_message("<span class='large_brass bold'>The Ark swells as a key power threshold is reached. Script scriptures are now available.</span>")
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unlock_message = "<span class='large_brass bold'>The Ark swells as a key power threshold is reached. Script scriptures are now available.</span>"
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if(power_overwhelming >= APPLICATION_UNLOCK_THRESHOLD && !GLOB.application_scripture_unlocked)
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GLOB.application_scripture_unlocked = TRUE
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hierophant_message("<span class='large_brass bold'>The Ark surges as a key power threshold is reached. Application scriptures are now available.</span>")
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unlock_message = "<span class='large_brass bold'>The Ark surges as a key power threshold is reached. Application scriptures are now available.</span>"
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if(GLOB.servants_active)
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hierophant_message(unlock_message)
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return TRUE
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/proc/can_access_clockwork_power(atom/movable/access_point, amount) //Returns true if the access point has access to clockwork power (and optionally, a number of watts for it)
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@@ -11,6 +11,8 @@
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//reports to servants when scripture is locked or unlocked
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/proc/scripture_unlock_alert(list/previous_states)
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if(!GLOB.servants_active)
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return
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. = scripture_unlock_check()
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for(var/i in .)
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if(.[i] != previous_states[i])
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@@ -1,13 +1,13 @@
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#define MARAUDER_SLOWDOWN_PERCENTAGE 0.40 //Below this percentage of health, marauders will become slower
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#define MARAUDER_SHIELD_REGEN_TIME 100 //In deciseconds, how long it takes for shields to regenerate after breaking
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#define MARAUDER_SHIELD_REGEN_TIME 200 //In deciseconds, how long it takes for shields to regenerate after breaking
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//Clockwork marauder: A well-rounded frontline construct. Only one can exist for every two human servants.
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/mob/living/simple_animal/hostile/clockwork/marauder
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name = "clockwork marauder"
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desc = "The stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield."
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icon_state = "clockwork_marauder"
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health = 150
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maxHealth = 150
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health = 120
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maxHealth = 120
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force_threshold = 8
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speed = 0
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obj_damage = 40
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@@ -39,10 +39,11 @@
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speed = initial(speed) + 1 //Yes, this slows them down
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else
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speed = initial(speed)
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if(shield_health != max_shield_health && world.time >= shield_health_regen)
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to_chat(src, "<span class='neovgre'>Your shield has recovered. <b>[max_shield_health]</b> blocks remaining!</span>")
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if(shield_health < max_shield_health && world.time >= shield_health_regen)
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shield_health_regen = world.time + MARAUDER_SHIELD_REGEN_TIME
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to_chat(src, "<span class='neovgre'>Your shield has recovered, <b>[shield_health]</b> blocks remaining!</span>")
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playsound_local(src, "shatter", 75, TRUE, frequency = -1)
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shield_health = max_shield_health
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shield_health++
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/mob/living/simple_animal/hostile/clockwork/marauder/update_values()
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if(GLOB.ratvar_awakens) //Massive attack damage bonuses and health increase, because Ratvar
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