Merge pull request #4609 from Citadel-Station-13/upstream-merge-33580
[MIRROR] Some modest clockcult balancing - vitality matrices, brass skewers, pressure sensors
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@@ -278,7 +278,7 @@
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animate(src, alpha = 255, time = 10, flags = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
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sleep(10)
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//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
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while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || GLOB.clockwork_vitality))) && get_turf(L) == get_turf(src))
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while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || GLOB.clockwork_vitality))) && get_turf(L) == get_turf(src) && !L.buckled)
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sigil_active = TRUE
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if(animation_number >= 4)
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new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
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@@ -313,21 +313,28 @@
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revival_cost = 0
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var/mob/dead/observer/ghost = L.get_ghost(TRUE)
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if(GLOB.clockwork_vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
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if(ghost)
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ghost.reenter_corpse()
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L.revive(1, 1)
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var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
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animate(V, alpha = 0, transform = matrix()*2, time = 8)
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playsound(L, 'sound/magic/staff_healing.ogg', 50, 1)
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L.visible_message("<span class='warning'>[L] suddenly gets back up, [L.p_their()] body dripping blue ichor!</span>", "<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
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GLOB.clockwork_vitality -= revival_cost
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if(L.has_status_effect(STATUS_EFFECT_ICHORIAL_STAIN))
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visible_message("<span class='boldwarning'>[src] strains, but nothing happens...</span>")
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if(L.pulledby)
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to_chat(L.pulledby, "<span class='userdanger'>[L] was already revived recently by a vitality matrix! Wait a bit longer!</span>")
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break
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else
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if(ghost)
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ghost.reenter_corpse()
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L.revive(1, 1)
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var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
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animate(V, alpha = 0, transform = matrix()*2, time = 8)
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playsound(L, 'sound/magic/staff_healing.ogg', 50, 1)
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to_chat(L, "<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
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L.apply_status_effect(STATUS_EFFECT_ICHORIAL_STAIN)
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GLOB.clockwork_vitality -= revival_cost
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break
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if(!L.client || L.client.is_afk())
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set waitfor = FALSE
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [L.name], an inactive clock cultist?", "[name]", null, "Clock Cultist", 50, L)
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var/mob/dead/observer/theghost = null
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if(candidates.len)
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to_chat(L, "Your physical form has been taken over by another soul due to your inactivity! Ahelp if you wish to regain your form!")
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to_chat(L, "<span class='userdanger'>Your physical form has been taken over by another soul due to your inactivity! Ahelp if you wish to regain your form!</span>")
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message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(L)]) to replace an inactive clock cultist.")
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L.ghostize(0)
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L.key = theghost.key
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@@ -70,6 +70,12 @@
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quickbind = TRUE
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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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/datum/clockwork_scripture/create_object/vitality_matrix/check_special_requirements()
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if(locate(object_path) in range(1, invoker))
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to_chat(invoker, "<span class='danger'>Vitality matrices placed next to each other could interfere and cause a feedback loop! Move away from the other ones!</span>")
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return FALSE
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return ..()
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//Judicial Visor: Creates a judicial visor, which can smite an area.
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/datum/clockwork_scripture/create_object/judicial_visor
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@@ -3,7 +3,7 @@
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name = "pressure sensor"
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desc = "A thin plate of brass, barely visible but clearly distinct."
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clockwork_desc = "A trigger that will activate when a non-servant runs across it."
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max_integrity = 25
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max_integrity = 5
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icon_state = "pressure_sensor"
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alpha = 80
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layer = LOW_ITEM_LAYER
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@@ -21,9 +21,10 @@
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STOP_PROCESSING(SSfastprocess, src)
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if(buckled_mobs && buckled_mobs.len)
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var/mob/living/L = buckled_mobs[1]
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L.Knockdown(100)
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L.visible_message("<span class='warning'>[L] is maimed as the skewer shatters while still in their body!</span>")
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L.adjustBruteLoss(15)
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if(iscarbon(L))
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L.Knockdown(100)
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L.visible_message("<span class='warning'>[L] is maimed as the skewer shatters while still in their body!</span>")
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L.adjustBruteLoss(15)
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unbuckle_mob(L)
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return ..()
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@@ -48,14 +49,22 @@
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/obj/structure/destructible/clockwork/trap/brass_skewer/activate()
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if(density)
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return
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var/mob/living/carbon/squirrel = locate() in get_turf(src)
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var/mob/living/squirrel = locate() in get_turf(src)
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if(squirrel)
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squirrel.visible_message("<span class='boldwarning'>A massive brass spike erupts from the ground, impaling [squirrel]!</span>", \
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"<span class='userdanger'>A massive brass spike rams through your chest, hoisting you into the air!</span>")
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squirrel.emote("scream")
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playsound(squirrel, 'sound/effects/splat.ogg', 50, TRUE)
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playsound(squirrel, 'sound/misc/desceration-03.ogg', 50, TRUE)
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squirrel.apply_damage(20, BRUTE, "chest")
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if(iscyborg(squirrel))
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if(!squirrel.stat)
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squirrel.visible_message("<span class='boldwarning'>A massive brass spike erupts from the ground, rending [squirrel]'s chassis but shattering into pieces!</span>", \
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"<span class='userdanger'>A massive brass spike rips through your chassis and bursts into shrapnel in your casing!</span>")
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squirrel.adjustBruteLoss(50)
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squirrel.Stun(20)
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addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1)
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else
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squirrel.visible_message("<span class='boldwarning'>A massive brass spike erupts from the ground, impaling [squirrel]!</span>", \
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"<span class='userdanger'>A massive brass spike rams through your chest, hoisting you into the air!</span>")
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squirrel.emote("scream")
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playsound(squirrel, 'sound/effects/splat.ogg', 50, TRUE)
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playsound(squirrel, 'sound/misc/desceration-03.ogg', 50, TRUE)
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squirrel.apply_damage(20, BRUTE, "chest")
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mouse_opacity = MOUSE_OPACITY_OPAQUE //So players can interact with the tile it's on to pull them off
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buckle_mob(squirrel, TRUE)
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else
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