Initial changes to get this to github for public reviewing
-Removes the Reebe z level and puts it on the cc z level -Replaces the Neovgre mech stepsound -Moves spacial gateway into drivers so the cult isn't stuck stationside -Adds the Belligerant scripture, which applies the Belligerant status effect to non-clankers in range -Various other changes currently commented out for later work on them. -removes the abductor teleport cameras from Reebe -adds a Brass multitool, essentially just an advanced multitool with a special sprite. -makes clockcult armor have 0 laser defense normally and 10 defense when the ark is almost done summoning Ratvar instead of -25 --> -15 -Makes spear recalling worded to support the addition of new weapons to summon -Adds new structures for power generation and shuttle delaying -Other changes I've probably forgotton, but are too lazy to scrounge through the code at 12:43 AM
This commit is contained in:
@@ -8,14 +8,12 @@
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GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
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GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
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GLOBAL_VAR_INIT(clockwork_power, 0) //How many watts of power are globally available to the clockwork cult
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GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
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GLOBAL_VAR_INIT(neovgre_exists, 0) //Does neovgre exist?
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GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
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GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
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GLOBAL_LIST_INIT(clockwork_component_cache, list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)) //The pool of components that caches draw from
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GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
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GLOBAL_VAR_INIT(ratvar_approaches, 0) //The servants can choose to "herald" Ratvar, permanently buffing them but announcing their presence to the crew.
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GLOBAL_VAR_INIT(ratvar_awakens, 0) //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
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GLOBAL_VAR_INIT(ark_of_the_clockwork_justiciar, FALSE) //The Ark on the Reebe z-level
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@@ -30,28 +28,12 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define SCRIPTURE_DRIVER "Driver"
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#define SCRIPTURE_SCRIPT "Script"
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#define SCRIPTURE_APPLICATION "Application"
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#define SCRIPTURE_JUDGEMENT "Judgement"
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//Various costs related to power.
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#define MAX_CLOCKWORK_POWER 80000 //The max power in W that the cult can stockpile
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#define SCRIPT_UNLOCK_THRESHOLD 35000 //Scripts will unlock if the total power reaches this amount
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#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total powre reaches this amount
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#define ABSCOND_ABDUCTION_COST 95
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//general component/cooldown things
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#define SLAB_PRODUCTION_TIME 450 //how long(deciseconds) slabs require to produce a single component; defaults to 45 seconds
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#define SLAB_SERVANT_SLOWDOWN 150 //how much each servant above 5 slows down slab-based generation; defaults to 15 seconds per sevant
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#define SLAB_SLOWDOWN_MAXIMUM 1350 //maximum slowdown from additional servants; defaults to 2 minutes 15 seconds
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#define CACHE_PRODUCTION_TIME 300 //how long(deciseconds) caches require to produce a component; defaults to 30 seconds
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#define ACTIVE_CACHE_SLOWDOWN 50 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 5 seconds
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#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
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#define MAX_COMPONENTS_BEFORE_RAND (10*LOWER_PROB_PER_COMPONENT) //the number of each component, times LOWER_PROB_PER_COMPONENT, you need to have before component generation will become random
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#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total power reaches this amount
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//clockcult power defines
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#define MIN_CLOCKCULT_POWER 25 //the minimum amount of power clockcult machines will handle gracefully
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@@ -83,10 +65,6 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
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#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
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#define ARK_CONSUME_COST 15 //how many of each component an Ark needs to consume to activate
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//Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
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@@ -103,7 +81,7 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define CLOCKWORK_ARMOR_COOLDOWN 1800 //The cooldown period between summoning suits of clockwork armor
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#define RATVARIAN_SPEAR_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
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#define RATVARIAN_WEAPON_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
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#define MARAUDER_SCRIPTURE_SCALING_THRESHOLD 600 //The amount of deciseconds that must pass before marauder scripture will not gain a recital penalty
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@@ -111,7 +89,7 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define MARAUDER_SCRIPTURE_SCALING_MAX 300 //The maximum extra time applied to the marauder scripture
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#define GUARDIAN_EMERGE_THRESHOLD 65 //marauders cannot emerge unless host is at this% or less health
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#define GUARDIAN_EMERGE_THRESHOLD 65 //guardian cannot emerge unless host is at this% or less health
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#define ARK_SCREAM_COOLDOWN 600 //This much time has to pass between instances of the Ark taking damage before it will "scream" again
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@@ -38,7 +38,7 @@ Credit where due:
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5. Xhuis from /tg/ for coding the first iteration of the mode, and the new, reworked version
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6. ChangelingRain from /tg/ for maintaining the gamemode for months after its release prior to its rework
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7. Clockwork cult code as of now, at least the one being pulled from Citadel Station's master branch, is being, or already is, fixed by Coolgat3 and Avunia.
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8. Modern clockwork cult code mixed with original clockwork code, with various changes to make it less of a fustercluck, done by KeRSe
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*/
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///////////
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@@ -150,14 +150,6 @@ Credit where due:
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var/datum/team/clockcult/main_clockcult
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/datum/game_mode/clockwork_cult/pre_setup()
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var/list/errorList = list()
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var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
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if(errorList.len) // reebe failed to load
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message_admins("Reebe failed to load!")
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log_game("Reebe failed to load!")
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return FALSE
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for(var/datum/parsed_map/PM in reebes)
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PM.initTemplateBounds()
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if(CONFIG_GET(flag/protect_roles_from_antagonist))
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restricted_jobs += protected_jobs
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if(CONFIG_GET(flag/protect_assistant_from_antagonist))
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@@ -177,8 +169,6 @@ Credit where due:
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servant.assigned_role = ROLE_SERVANT_OF_RATVAR
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servant.special_role = ROLE_SERVANT_OF_RATVAR
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starter_servants--
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ark_time = 30 + round((roundstart_player_count / 5)) //In minutes, how long the Ark will wait before activation
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ark_time = min(ark_time, 35) //35 minute maximum for the activation timer
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return 1
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/datum/game_mode/clockwork_cult/post_setup()
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@@ -186,35 +176,26 @@ Credit where due:
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var/datum/mind/servant = S
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log_game("[key_name(servant)] was made an initial servant of Ratvar")
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var/mob/living/L = servant.current
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var/turf/T = pick(GLOB.servant_spawns)
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L.forceMove(T)
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GLOB.servant_spawns -= T
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greet_servant(L)
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equip_servant(L)
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add_servant_of_ratvar(L, TRUE)
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var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
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G.final_countdown(ark_time)
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..()
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return 1
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/datum/game_mode/clockwork_cult/proc/greet_servant(mob/M) //Description of their role
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if(!M)
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return 0
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to_chat(M, "<span class='bold large_brass'>You are a servant of Ratvar, the Clockwork Justiciar!</span>")
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to_chat(M, "<span class='brass'>You have approximately <b>[ark_time]</b> minutes until the Ark activates.</span>")
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to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant.</span>")
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to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked halfway until the Ark's activation.</span>")
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to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant or when 35kw of power is reached.</span>")
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to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked when 50kw of power is reached.</span>")
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M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
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return 1
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/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob, with one of each component
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/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob
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if(!M || !ishuman(M))
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return FALSE
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var/mob/living/carbon/human/L = M
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L.equipOutfit(/datum/outfit/servant_of_ratvar)
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var/obj/item/clockwork/slab/S = new
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var/slot = "At your feet"
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var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK, "On your belt" = SLOT_BELT)
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var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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slot = H.equip_in_one_of_slots(S, slots)
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@@ -224,7 +205,6 @@ Credit where due:
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if(!S.forceMove(get_turf(L)))
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qdel(S)
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if(S && !QDELETED(S))
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to_chat(L, "<span class='bold large_brass'>There is a paper in your backpack! It'll tell you if anything's changed, as well as what to expect.</span>")
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to_chat(L, "<span class='alloy'>[slot] is a <b>clockwork slab</b>, a multipurpose tool used to construct machines and invoke ancient words of power. If this is your first time \
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as a servant, you can find a concise tutorial in the Recollection category of its interface.</span>")
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to_chat(L, "<span class='alloy italics'>If you want more information, you can read <a href=\"https://tgstation13.org/wiki/Clockwork_Cult\">the wiki page</a> to learn more.</span>")
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@@ -278,7 +258,7 @@ Credit where due:
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gloves = /obj/item/clothing/gloves/color/yellow
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belt = /obj/item/storage/belt/utility/servant
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backpack_contents = list(/obj/item/storage/box/engineer = 1, \
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/obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/paper/servant_primer = 1, /obj/item/reagent_containers/food/drinks/bottle/holyoil = 1)
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/obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/reagent_containers/food/drinks/bottle/holyoil = 1)
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id = /obj/item/pda
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var/plasmaman //We use this to determine if we should activate internals in post_equip()
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@@ -304,54 +284,4 @@ Credit where due:
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PDA.ownjob = "Assistant"
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PDA.update_label()
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PDA.id_check(H, W)
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H.sec_hud_set_ID()
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//This paper serves as a quick run-down to the cult as well as a changelog to refer to.
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//Check strings/clockwork_cult_changelog.txt for the changelog, and update it when you can!
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/obj/item/paper/servant_primer
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name = "The Ark And You: A Primer On Servitude"
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color = "#DAAA18"
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info = "<b>DON'T PANIC.</b><br><br>\
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Here's a quick primer on what you should know here.\
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<ol>\
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<li>You're in a place called Reebe right now. The crew can't get here normally.</li>\
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<li>In the north is your base camp, with supplies, consoles, and the Ark. In the south is an inaccessible area that the crew can walk between \
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once they arrive (more on that later.) Everything between that space is an open area.</li>\
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<li>Your job as a servant is to build fortifications and defenses to protect the Ark and your base once the Ark activates. You can do this \
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however you like, but work with your allies and coordinate your efforts.</li>\
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<li>Once the Ark activates, the station will be alerted. Portals to Reebe will open up in nearly every room. When they take these portals, \
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the crewmembers will arrive in the area that you can't access, but can get through it freely - whereas you can't. Treat this as the \"spawn\" of the \
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crew and defend it accordingly.</li>\
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</ol>\
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<hr>\
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Here is the layout of Reebe, from left to right:\
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<ul>\
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<li><b>Dressing Room:</b> Contains clothing, a dresser, and a mirror. There are spare slabs and absconders here.</li>\
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<li><b>Listening Station:</b> Contains intercoms, a telecomms relay, and a list of frequencies.</li>\
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<li><b>Ark Chamber:</b> Houses the Ark.</li>\
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<li><b>Observation Room:</b> Contains five camera observers. These can be used to watch the station through its cameras, as well as to teleport down \
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to most areas. To do this, use the Warp action while hovering over the tile you want to warp to.</li>\
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<li><b>Infirmary:</b> Contains sleepers and basic medical supplies for superficial wounds. The sleepers can consume Vitality to heal any occupants. \
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This room is generally more useful during the preparation phase; when defending the Ark, scripture is more useful.</li>\
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</ul>\
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<hr>\
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<h2>Things that have changed:</h2>\
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<ul>\
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CLOCKCULTCHANGELOG\
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</ul>\
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<hr>\
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<b>Good luck!</b>"
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/obj/item/paper/servant_primer/Initialize()
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. = ..()
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var/changelog = world.file2list("strings/clockwork_cult_changelog.txt")
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var/changelog_contents = ""
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for(var/entry in changelog)
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changelog_contents += "<li>[entry]</li>"
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info = replacetext(info, "CLOCKCULTCHANGELOG", changelog_contents)
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/obj/item/paper/servant_primer/oui_getcontent(mob/target)
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if(!is_servant_of_ratvar(target) && !isobserver(target))
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return "<HTML><HEAD><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><TITLE>[name]</TITLE></HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>"
|
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return ..()
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H.sec_hud_set_ID()
|
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@@ -268,112 +268,4 @@
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C.overlay_fullscreen("flash", /obj/screen/fullscreen/flash/static)
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C.clear_fullscreen("flash", 3) //Shorter flash than normal since it's an ~~advanced~~ console!
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else
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playsound(origin, 'sound/machines/terminal_prompt_deny.ogg', 25, 0)
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//Used by servants of Ratvar! They let you beam to the station.
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/obj/machinery/computer/camera_advanced/ratvar
|
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name = "ratvarian camera observer"
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desc = "A console used to snoop on the station's goings-on. A jet of steam occasionally whooshes out from slats on its sides."
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use_power = FALSE
|
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networks = list("ss13", "minisat") //:eye:
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var/datum/action/innate/servant_warp/warp_action = new
|
||||
|
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/obj/machinery/computer/camera_advanced/ratvar/Initialize()
|
||||
. = ..()
|
||||
ratvar_act()
|
||||
|
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/obj/machinery/computer/camera_advanced/ratvar/process()
|
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if(prob(1))
|
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playsound(src, 'sound/machines/clockcult/steam_whoosh.ogg', 25, TRUE)
|
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new/obj/effect/temp_visual/steam_release(get_turf(src))
|
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|
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/obj/machinery/computer/camera_advanced/ratvar/CreateEye()
|
||||
..()
|
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eyeobj.visible_icon = TRUE
|
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eyeobj.icon = 'icons/mob/cameramob.dmi' //in case you still had any doubts
|
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eyeobj.icon_state = "generic_camera"
|
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|
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/obj/machinery/computer/camera_advanced/ratvar/GrantActions(mob/living/carbon/user)
|
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..()
|
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if(warp_action)
|
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warp_action.Grant(user)
|
||||
warp_action.target = src
|
||||
actions += warp_action
|
||||
|
||||
/obj/machinery/computer/camera_advanced/ratvar/can_use(mob/living/user)
|
||||
if(!is_servant_of_ratvar(user))
|
||||
to_chat(user, "<span class='warning'>[src]'s keys are in a language foreign to you, and you don't understand anything on its screen.</span>")
|
||||
return
|
||||
if(clockwork_ark_active())
|
||||
to_chat(user, "<span class='warning'>The Ark is active, and [src] has shut down.</span>")
|
||||
return
|
||||
. = ..()
|
||||
|
||||
/datum/action/innate/servant_warp
|
||||
name = "Warp"
|
||||
desc = "Warps to the tile you're viewing. You can use the Abscond scripture to return. Clicking this button again cancels the warp."
|
||||
icon_icon = 'icons/mob/actions/actions_clockcult.dmi'
|
||||
button_icon_state = "warp_down"
|
||||
background_icon_state = "bg_clock"
|
||||
buttontooltipstyle = "clockcult"
|
||||
var/cancel = FALSE //if TRUE, an active warp will be canceled
|
||||
var/obj/effect/temp_visual/ratvar/warp_marker/warping
|
||||
|
||||
/datum/action/innate/servant_warp/Activate()
|
||||
if(QDELETED(target) || !(ishuman(owner) || iscyborg(owner)) || !owner.canUseTopic(target))
|
||||
return
|
||||
if(!GLOB.servants_active) //No leaving unless there's servants from the get-go
|
||||
return
|
||||
if(warping)
|
||||
cancel = TRUE
|
||||
return
|
||||
var/mob/living/carbon/human/user = owner
|
||||
var/mob/camera/aiEye/remote/remote_eye = user.remote_control
|
||||
var/obj/machinery/computer/camera_advanced/ratvar/R = target
|
||||
var/turf/T = get_turf(remote_eye)
|
||||
if(!is_reebe(user.z) || !is_station_level(T.z))
|
||||
return
|
||||
if(isclosedturf(T))
|
||||
to_chat(user, "<span class='sevtug_small'>You can't teleport into a wall.</span>")
|
||||
return
|
||||
else if(isspaceturf(T))
|
||||
to_chat(user, "<span class='sevtug_small'>[prob(1) ? "Servant cannot into space." : "You can't teleport into space."]</span>")
|
||||
return
|
||||
else if(T.flags_1 & NOJAUNT_1)
|
||||
to_chat(user, "<span class='sevtug_small'>This tile is blessed by holy water and deflects the warp.</span>")
|
||||
return
|
||||
var/area/AR = get_area(T)
|
||||
if(!AR.clockwork_warp_allowed)
|
||||
to_chat(user, "<span class='sevtug_small'>[AR.clockwork_warp_fail]</span>")
|
||||
return
|
||||
if(alert(user, "Are you sure you want to warp to [AR]?", target.name, "Warp", "Cancel") == "Cancel" || QDELETED(R) || !user.canUseTopic(R))
|
||||
return
|
||||
do_sparks(5, TRUE, user)
|
||||
do_sparks(5, TRUE, T)
|
||||
warping = new(T)
|
||||
user.visible_message("<span class='warning'>[user]'s [target.name] flares!</span>", "<span class='bold sevtug_small'>You begin warping to [AR]...</span>")
|
||||
button_icon_state = "warp_cancel"
|
||||
owner.update_action_buttons()
|
||||
if(!do_after(user, 50, target = warping, extra_checks = CALLBACK(src, .proc/is_canceled)))
|
||||
to_chat(user, "<span class='bold sevtug_small'>Warp interrupted.</span>")
|
||||
QDEL_NULL(warping)
|
||||
button_icon_state = "warp_down"
|
||||
owner.update_action_buttons()
|
||||
cancel = FALSE
|
||||
return
|
||||
button_icon_state = "warp_down"
|
||||
owner.update_action_buttons()
|
||||
QDEL_NULL(warping)
|
||||
if(!do_teleport(user, T, channel = TELEPORT_CHANNEL_CULT, forced = TRUE))
|
||||
to_chat(user, "<span class='bold sevtug_small'>Warp Failed. Something deflected our attempt to warp to [AR].</span>")
|
||||
return
|
||||
T.visible_message("<span class='warning'>[user] warps in!</span>")
|
||||
playsound(user, 'sound/magic/magic_missile.ogg', 50, TRUE)
|
||||
playsound(T, 'sound/magic/magic_missile.ogg', 50, TRUE)
|
||||
user.setDir(SOUTH)
|
||||
flash_color(user, flash_color = "#AF0AAF", flash_time = 5)
|
||||
R.remove_eye_control(user)
|
||||
|
||||
/datum/action/innate/servant_warp/proc/is_canceled()
|
||||
return !cancel
|
||||
playsound(origin, 'sound/machines/terminal_prompt_deny.ogg', 25, 0)
|
||||
@@ -15,6 +15,8 @@
|
||||
internals_req_access = list()
|
||||
add_req_access = 0
|
||||
wreckage = /obj/structure/mecha_wreckage/durand/neovgre
|
||||
stepsound = 'sound/mecha/powerloader_step.ogg'
|
||||
turnsound = 'sound/mecha/mechturn.ogg'
|
||||
|
||||
/obj/mecha/combat/neovgre/GrantActions(mob/living/user, human_occupant = 0) //No Eject action for you sonny jim, your life for Ratvar!
|
||||
internals_action.Grant(user, src)
|
||||
@@ -32,7 +34,7 @@
|
||||
|
||||
/obj/mecha/combat/neovgre/MouseDrop_T(mob/M, mob/user)
|
||||
if(!is_servant_of_ratvar(user))
|
||||
to_chat(user, "<span class='brass'>BEGONE HERETIC!</span>")
|
||||
to_chat(user, "<span class='neovgre'>BEGONE HEATHEN!</span>")
|
||||
return
|
||||
else
|
||||
..()
|
||||
@@ -91,7 +93,7 @@
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy/neovgre
|
||||
equip_cooldown = 8 //Rapid fire heavy laser cannon, simple yet elegant
|
||||
energy_drain = 30
|
||||
name = "Aribter Laser Cannon"
|
||||
name = "Arbiter Laser Cannon"
|
||||
desc = "Please re-attach this to neovgre and stop asking questions about why it looks like a normal Nanotrasen issue Solaris laser cannon - Nezbere"
|
||||
fire_sound = 'sound/weapons/neovgre_laser.ogg'
|
||||
|
||||
|
||||
@@ -263,3 +263,11 @@
|
||||
icon = 'icons/obj/advancedtools.dmi'
|
||||
icon_state = "multitool"
|
||||
toolspeed = 0.2
|
||||
|
||||
/obj/item/multitool/advanced/brass
|
||||
name = "clockwork multitool"
|
||||
desc = "A brass...multitool? With three prongs arcing electricity between them. It vibrates subtly in your hand."
|
||||
icon = 'icons/obj/tools.dmi'
|
||||
icon_state = "clockitool"
|
||||
toolspeed = 0.2
|
||||
|
||||
|
||||
@@ -120,7 +120,7 @@
|
||||
new /obj/item/wrench/brass(src)
|
||||
new /obj/item/crowbar/brass(src)
|
||||
new /obj/item/weldingtool/experimental/brass(src)
|
||||
new /obj/item/multitool(src)
|
||||
new /obj/item/multitool/brass(src)
|
||||
new /obj/item/stack/cable_coil(src, 30, "yellow")
|
||||
|
||||
/obj/item/storage/belt/medical
|
||||
|
||||
@@ -217,6 +217,20 @@
|
||||
else if(get_clockwork_power())
|
||||
to_chat(L, "<span class='brass'>You feel a slight, static shock.</span>")
|
||||
|
||||
/obj/effect/clockwork/sigil/transmission/process()
|
||||
var/power_drained = 0
|
||||
var/power_mod = 0.005
|
||||
for(var/t in spiral_range_turfs(SIGIL_ACCESS_RANGE, src))
|
||||
var/turf/T = t
|
||||
for(var/M in T)
|
||||
var/atom/movable/A = M
|
||||
power_drained += A.power_drain(TRUE)
|
||||
|
||||
CHECK_TICK
|
||||
|
||||
adjust_clockwork_power(power_drained * power_mod * 15)
|
||||
new /obj/effect/temp_visual/ratvar/sigil/transmission(loc, 1 + (power_drained * 0.0035))
|
||||
|
||||
/obj/effect/clockwork/sigil/transmission/proc/charge_cyborg(mob/living/silicon/robot/cyborg)
|
||||
if(!cyborg_checks(cyborg))
|
||||
return
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
owner.visible_message("<span class='danger'>[owner]'s [weapon.name] flickers and disappears!</span>")
|
||||
to_chat(owner, "<span class='brass'>You dismiss [weapon].</span>")
|
||||
QDEL_NULL(weapon)
|
||||
weapon_reset(RATVARIAN_SPEAR_COOLDOWN * 0.5)
|
||||
weapon_reset(RATVARIAN_WEAPON_COOLDOWN * 0.5)
|
||||
return
|
||||
else
|
||||
weapon.visible_message("<span class='warning'>[weapon] suddenly flickers and disappears!</span>")
|
||||
|
||||
@@ -78,5 +78,5 @@
|
||||
if(T) //make sure we're not in null or something
|
||||
T.visible_message("<span class='warning'>[src] [pick("cracks in two and fades away", "snaps in two and dematerializes")]!</span>")
|
||||
new /obj/effect/temp_visual/ratvar/spearbreak(T)
|
||||
action.weapon_reset(RATVARIAN_SPEAR_COOLDOWN)
|
||||
action.weapon_reset(RATVARIAN_WEAPON_COOLDOWN)
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDESNOUT
|
||||
mutantrace_variation = STYLE_MUZZLE
|
||||
armor = list("melee" = 50, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
armor = list("melee" = 50, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
|
||||
/obj/item/clothing/head/helmet/clockwork/Initialize()
|
||||
. = ..()
|
||||
@@ -26,12 +26,12 @@
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
else if(GLOB.ratvar_approaches)
|
||||
armor = getArmor(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
armor = getArmor(melee = 70, bullet = 80, laser = 10, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
clothing_flags |= STOPSPRESSUREDAMAGE
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
else
|
||||
armor = getArmor(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
armor = getArmor(melee = 60, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
clothing_flags &= ~STOPSPRESSUREDAMAGE
|
||||
max_heat_protection_temperature = initial(max_heat_protection_temperature)
|
||||
min_cold_protection_temperature = initial(min_cold_protection_temperature)
|
||||
@@ -68,7 +68,7 @@
|
||||
cold_protection = CHEST|GROIN|LEGS
|
||||
heat_protection = CHEST|GROIN|LEGS
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
armor = list("melee" = 60, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/mmi/posibrain/soul_vessel, /obj/item/reagent_containers/food/drinks/bottle/holyoil)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC
|
||||
|
||||
@@ -88,12 +88,12 @@
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
else if(GLOB.ratvar_approaches)
|
||||
armor = getArmor(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
armor = getArmor(melee = 70, bullet = 80, laser = 10, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
clothing_flags |= STOPSPRESSUREDAMAGE
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
else
|
||||
armor = getArmor(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
armor = getArmor(melee = 60, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
clothing_flags &= ~STOPSPRESSUREDAMAGE
|
||||
max_heat_protection_temperature = initial(max_heat_protection_temperature)
|
||||
min_cold_protection_temperature = initial(min_cold_protection_temperature)
|
||||
@@ -135,7 +135,7 @@
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
armor = list("melee" = 80, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
armor = list("melee" = 80, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
|
||||
/obj/item/clothing/gloves/clockwork/Initialize()
|
||||
. = ..()
|
||||
@@ -153,7 +153,7 @@
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
else
|
||||
armor = getArmor(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
armor = getArmor(melee = 80, bullet = 70, laser = 0, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
|
||||
clothing_flags &= ~STOPSPRESSUREDAMAGE
|
||||
max_heat_protection_temperature = initial(max_heat_protection_temperature)
|
||||
min_cold_protection_temperature = initial(min_cold_protection_temperature)
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
/datum/clockwork_scripture/create_object/vitality_matrix)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/security //twoscriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/abscond, /datum/clockwork_scripture/ranged_ability/hateful_manacles, /datum/clockwork_scripture/ranged_ability/judicial_marker)
|
||||
quickbound = list(/datum/clockwork_scripture/abscond, /datum/clockwork_scripture/ranged_ability/hateful_manacles, /datum/clockwork_scripture/ranged_ability/judicial_marker)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/peacekeeper //two scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/abscond, /datum/clockwork_scripture/ranged_ability/hateful_manacles, /datum/clockwork_scripture/ranged_ability/judicial_marker)
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
//////////////////
|
||||
// APPLICATIONS //
|
||||
// APPLICATIONS // For various structures and base building, as well as advanced power generation.
|
||||
//////////////////
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
desc = "Creates a mechanized prism which will delay the arrival of an emergency shuttle by 2 minutes at a massive power cost."
|
||||
invocations = list("May this prism...", "...grant us time to enact his will!")
|
||||
channel_time = 80
|
||||
consumed_components = list(VANGUARD_COGWHEEL = 5, GEIS_CAPACITOR = 2, REPLICANT_ALLOY = 2)
|
||||
power_cost = 300
|
||||
object_path = /obj/structure/destructible/clockwork/powered/prolonging_prism
|
||||
creator_message = "<span class='brass'>You form a prolonging prism, which will delay the arrival of an emergency shuttle at a massive power cost.</span>"
|
||||
observer_message = "<span class='warning'>An onyx prism forms in midair and sprouts tendrils to support itself!</span>"
|
||||
@@ -41,6 +41,7 @@
|
||||
one_per_tile = TRUE
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 7
|
||||
important = TRUE
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Prolonging Prism, which will delay the arrival of an emergency shuttle by 2 minutes at a massive power cost."
|
||||
|
||||
@@ -122,52 +123,73 @@
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Clockwork Obelisk, which can send messages or open Spatial Gateways with power."
|
||||
|
||||
/*
|
||||
//Memory Allocation: Finds a willing ghost and makes them into a clockwork marauders for the invoker.
|
||||
/*//Tinkerer's Cache: Creates a tinkerer's cache, allowing global component storage.
|
||||
/datum/clockwork_scripture/create_object/tinkerers_cache
|
||||
descname = "Necessary Structure, Shares Components"
|
||||
name = "Tinkerer's Cache"
|
||||
desc = "Forms a cache that can store an infinite amount of components. All caches are linked and will provide components to slabs. \
|
||||
Striking a cache with a slab will transfer that slab's components to the global cache."
|
||||
invocations = list("Constructing...", "...a cache!")
|
||||
channel_time = 50
|
||||
consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
|
||||
object_path = /obj/structure/destructible/clockwork/cache
|
||||
creator_message = "<span class='brass'>You form a tinkerer's cache, which is capable of storing components, which will automatically be used by slabs.</span>"
|
||||
observer_message = "<span class='warning'>A hollow brass spire rises and begins to blaze!</span>"
|
||||
usage_tip = "Slabs will draw components from the global cache after the slab's own repositories, making caches extremely useful."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
one_per_tile = TRUE
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 8
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Tinkerer's Cache, which stores components globally for slab access."
|
||||
var/static/prev_cost = 0
|
||||
*/
|
||||
|
||||
/*//Memory Allocation: Finds a willing ghost and makes them into a clockwork guardian for the invoker.
|
||||
/datum/clockwork_scripture/memory_allocation
|
||||
descname = "Guardian"
|
||||
name = "Memory Allocation"
|
||||
desc = "Allocates part of your consciousness to a Clockwork Marauder, a vigilant fighter that lives within you, able to be \
|
||||
desc = "Allocates part of your consciousness to a Clockwork Guardian, a variant of Marauder that lives within you, able to be \
|
||||
called forth by Speaking its True Name or if you become exceptionally low on health.<br>\
|
||||
If it remains close to you, you will gradually regain health up to a low amount, but it will die if it goes too far from you."
|
||||
invocations = list("Fright's will...", "...call forth...")
|
||||
channel_time = 100
|
||||
consumed_components = list(BELLIGERENT_EYE = 2, VANGUARD_COGWHEEL = 2, GEIS_CAPACITOR = 4)
|
||||
usage_tip = "Marauders are useful as personal bodyguards and frontline warriors."
|
||||
power_cost = 8000
|
||||
usage_tip = "guardians are useful as personal bodyguards and frontline warriors."
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 3
|
||||
|
||||
/datum/clockwork_scripture/memory_allocation/check_special_requirements()
|
||||
for(var/mob/living/simple_animal/hostile/clockwork/marauder/M in GLOB.all_clockwork_mobs)
|
||||
for(var/mob/living/simple_animal/hostile/clockwork/marauder/guardian/M in GLOB.all_clockwork_mobs)
|
||||
if(M.host == invoker)
|
||||
to_chat(invoker, "<span class='warning'>You can only house one marauder at a time!</span>")
|
||||
to_chat(invoker, "<span class='warning'>You can only house one guardian at a time!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/memory_allocation/scripture_effects()
|
||||
return create_marauder()
|
||||
return create_guardian()
|
||||
|
||||
/datum/clockwork_scripture/memory_allocation/proc/create_marauder()
|
||||
/datum/clockwork_scripture/memory_allocation/proc/create_guardian()
|
||||
invoker.visible_message("<span class='warning'>A purple tendril appears from [invoker]'s [slab.name] and impales itself in [invoker.p_their()] forehead!</span>", \
|
||||
"<span class='sevtug'>A tendril flies from [slab] into your forehead. You begin waiting while it painfully rearranges your thought pattern...</span>")
|
||||
invoker.notransform = TRUE //Vulnerable during the process
|
||||
//invoker.notransform = TRUE //Vulnerable during the process
|
||||
slab.busy = "Thought Modification in progress"
|
||||
if(!do_after(invoker, 50, target = invoker))
|
||||
invoker.visible_message("<span class='warning'>The tendril, covered in blood, retracts from [invoker]'s head and back into the [slab.name]!</span>", \
|
||||
"<span class='userdanger'>Total agony overcomes you as the tendril is forced out early!</span>")
|
||||
invoker.notransform = FALSE
|
||||
//invoker.notransform = FALSE
|
||||
invoker.Knockdown(100)
|
||||
invoker.apply_damage(10, BRUTE, "head")
|
||||
invoker.apply_damage(20, BRUTE, "head")//Sevtug leaves a gaping hole in your face if interrupted.
|
||||
slab.busy = null
|
||||
return FALSE
|
||||
clockwork_say(invoker, text2ratvar("...the mind made..."))
|
||||
invoker.notransform = FALSE
|
||||
slab.busy = "Marauder Selection in progress"
|
||||
//invoker.notransform = FALSE
|
||||
slab.busy = "Guardian Selection in progress"
|
||||
if(!check_special_requirements())
|
||||
return FALSE
|
||||
to_chat(invoker, "<span class='warning'>The tendril shivers slightly as it selects a marauder...</span>")
|
||||
var/list/marauder_candidates = pollGhostCandidates("Do you want to play as the clockwork marauder of [invoker.real_name]?", ROLE_SERVANT_OF_RATVAR, null, FALSE, 50, POLL_IGNORE_CLOCKWORK_MARAUDER)
|
||||
to_chat(invoker, "<span class='warning'>The tendril shivers slightly as it selects a guardian...</span>")
|
||||
var/list/marauder_candidates = pollGhostCandidates("Do you want to play as the clockwork guardian of [invoker.real_name]?", ROLE_SERVANT_OF_RATVAR, null, FALSE, 50, POLL_IGNORE_HOLOPARASITE)
|
||||
if(!check_special_requirements())
|
||||
return FALSE
|
||||
if(!marauder_candidates.len)
|
||||
@@ -176,11 +198,11 @@
|
||||
return FALSE
|
||||
clockwork_say(invoker, text2ratvar("...sword and shield!"))
|
||||
var/mob/dead/observer/theghost = pick(marauder_candidates)
|
||||
var/mob/living/simple_animal/hostile/clockwork/marauder/M = new(invoker)
|
||||
var/mob/living/simple_animal/hostile/clockwork/marauder/guardian/M = new(invoker)
|
||||
M.key = theghost.key
|
||||
M.bind_to_host(invoker)
|
||||
invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
|
||||
"<span class='sevtug'>[M.true_name], a clockwork marauder, has taken up residence in your mind. Communicate with it via the \"Linked Minds\" action button.</span>")
|
||||
"<span class='sevtug'>[M.true_name], a clockwork guardian, has taken up residence in your mind. Communicate with it via the \"Linked Minds\" action button.</span>")
|
||||
return TRUE
|
||||
*/
|
||||
//Clockwork Marauder: Creates a construct shell for a clockwork marauder, a well-rounded frontline fighter.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/////////////////
|
||||
// CYBORG ONLY //
|
||||
// CYBORG ONLY // Cyborgs only, fleshed ones.
|
||||
/////////////////
|
||||
|
||||
//Linked Vanguard: grants Vanguard to the invoker and a target
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/////////////
|
||||
// DRIVERS //
|
||||
// DRIVERS // Starter spells
|
||||
/////////////
|
||||
|
||||
//Stargazer: Creates a stargazer, a cheap power generator that utilizes starlight.
|
||||
@@ -228,31 +228,29 @@
|
||||
|
||||
//Abscond: Used to return to Reebe.
|
||||
/datum/clockwork_scripture/abscond
|
||||
descname = "Return to Reebe"
|
||||
descname = "Safety warp, teleports you somewhere random. moderately high power cost to use."
|
||||
name = "Abscond"
|
||||
desc = "Yanks you through space, returning you to home base."
|
||||
desc = "Yanks you through space, putting you in hopefully a safe location."
|
||||
invocations = list("As we bid farewell, and return to the stars...", "...we shall find our way home.")
|
||||
whispered = TRUE
|
||||
channel_time = 50
|
||||
power_cost = 5
|
||||
special_power_text = "POWERCOST to bring pulled creature"
|
||||
special_power_cost = ABSCOND_ABDUCTION_COST
|
||||
channel_time = 3.5
|
||||
power_cost = 10000
|
||||
usage_tip = "This can't be used while on Reebe, for obvious reasons."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 9
|
||||
important = TRUE
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Returns you to Reebe."
|
||||
quickbind_desc = "Teleports you somewhere random. Use in emergencies."
|
||||
var/client_color
|
||||
requires_full_power = TRUE
|
||||
|
||||
/datum/clockwork_scripture/abscond/check_special_requirements()
|
||||
if(is_reebe(invoker.z))
|
||||
to_chat(invoker, "<span class='danger'>You're already at Reebe.</span>")
|
||||
to_chat(invoker, "<span class='danger'>You're at Reebe.</span>")
|
||||
return
|
||||
if(!isturf(invoker.loc))
|
||||
to_chat(invoker, "<span class='danger'>You must be visible to return!</span>")
|
||||
to_chat(invoker, "<span class='danger'>You must be visible to warp!</span>")
|
||||
return
|
||||
return TRUE
|
||||
|
||||
@@ -262,7 +260,6 @@
|
||||
. = ..()
|
||||
|
||||
/datum/clockwork_scripture/abscond/scripture_effects()
|
||||
var/mob/living/pulled_mob = (invoker.pulling && isliving(invoker.pulling) && get_clockwork_power(ABSCOND_ABDUCTION_COST)) ? invoker.pulling : null
|
||||
var/turf/T
|
||||
if(GLOB.ark_of_the_clockwork_justiciar)
|
||||
T = get_step(GLOB.ark_of_the_clockwork_justiciar, SOUTH)
|
||||
@@ -271,15 +268,12 @@
|
||||
if(!do_teleport(invoker, T, channel = TELEPORT_CHANNEL_CULT, forced = TRUE))
|
||||
return
|
||||
invoker.visible_message("<span class='warning'>[invoker] flickers and phases out of existence!</span>", \
|
||||
"<span class='bold sevtug_small'>You feel a dizzying sense of vertigo as you're yanked back to Reebe!</span>")
|
||||
"<span class='bold sevtug_small'>You feel a dizzying sense of vertigo as you're yanked through the fabric of reality!</span>")
|
||||
T.visible_message("<span class='warning'>[invoker] flickers and phases into existence!</span>")
|
||||
playsound(invoker, 'sound/magic/magic_missile.ogg', 50, TRUE)
|
||||
playsound(T, 'sound/magic/magic_missile.ogg', 50, TRUE)
|
||||
do_sparks(5, TRUE, invoker)
|
||||
do_sparks(5, TRUE, T)
|
||||
if(pulled_mob && do_teleport(pulled_mob, T, channel = TELEPORT_CHANNEL_CULT, forced = TRUE))
|
||||
adjust_clockwork_power(-special_power_cost)
|
||||
invoker.start_pulling(pulled_mob) //forcemove resets pulls, so we need to re-pull
|
||||
if(invoker.client)
|
||||
animate(invoker.client, color = client_color, time = 25)
|
||||
|
||||
@@ -327,6 +321,53 @@
|
||||
sort_priority = 11
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a pair of Wraith Spectacles, which grant true sight but cause gradual vision loss."
|
||||
|
||||
//Spatial Gateway: Allows the invoker to teleport themselves and any nearby allies to a conscious servant or clockwork obelisk.
|
||||
/datum/clockwork_scripture/spatial_gateway
|
||||
descname = "Teleport Gate"
|
||||
name = "Spatial Gateway"
|
||||
desc = "Tears open a miniaturized gateway in spacetime to any conscious servant that can transport objects or creatures to its destination. \
|
||||
Each servant assisting in the invocation adds one additional use and four additional seconds to the gateway's uses and duration."
|
||||
invocations = list("Spatial Gateway...", "...activate!")
|
||||
channel_time = 80
|
||||
power_cost = 400
|
||||
multiple_invokers_used = TRUE
|
||||
multiple_invokers_optional = TRUE
|
||||
usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 9
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
|
||||
|
||||
/datum/clockwork_scripture/spatial_gateway/check_special_requirements()
|
||||
if(!isturf(invoker.loc))
|
||||
to_chat(invoker, "<span class='warning'>You must not be inside an object to use this scripture!</span>")
|
||||
return FALSE
|
||||
var/other_servants = 0
|
||||
for(var/mob/living/L in GLOB.alive_mob_list)
|
||||
if(is_servant_of_ratvar(L) && !L.stat && L != invoker)
|
||||
other_servants++
|
||||
for(var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/O in GLOB.all_clockwork_objects)
|
||||
if(O.anchored)
|
||||
other_servants++
|
||||
if(!other_servants)
|
||||
to_chat(invoker, "<span class='warning'>There are no other conscious servants or anchored clockwork obelisks!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/spatial_gateway/scripture_effects()
|
||||
var/portal_uses = 0
|
||||
var/duration = 0
|
||||
for(var/mob/living/L in range(1, invoker))
|
||||
if(!L.stat && is_servant_of_ratvar(L))
|
||||
portal_uses++
|
||||
duration += 40 //4 seconds
|
||||
if(GLOB.ratvar_awakens)
|
||||
portal_uses = max(portal_uses, 100) //Very powerful if Ratvar has been summoned
|
||||
duration = max(duration, 100)
|
||||
return slab.procure_gateway(invoker, duration, portal_uses)
|
||||
|
||||
/*
|
||||
//Tinkerer's Cache: Creates a tinkerer's cache, allowing global component storage.
|
||||
/datum/clockwork_scripture/create_object/tinkerers_cache
|
||||
|
||||
@@ -1,22 +1,22 @@
|
||||
///////////////
|
||||
// JUDGEMENT //
|
||||
// JUDGEMENT // For the big game changing things. Summonable generals soon, just need sprites for them.
|
||||
///////////////
|
||||
|
||||
//Ark of the Clockwork Justiciar: Creates a Gateway to the Celestial Derelict, summoning ratvar.
|
||||
/datum/clockwork_scripture/create_object/ark_of_the_clockwork_justiciar
|
||||
descname = "Structure, Win Condition"
|
||||
name = "Ark of the Clockwork Justiciar"
|
||||
desc = "Tears apart a rift in spacetime to Reebe, the Celestial Derelict, using a massive amount of components.\n\
|
||||
desc = "Tears apart a rift in spacetime to Reebe, the Celestial Derelict, using a massive amount of power.\n\
|
||||
This gateway will, after some time, call forth Ratvar from his exile and massively empower all scriptures and tools."
|
||||
invocations = list("ARMORER! FRIGHT! AMPERAGE! VANGUARD! I CALL UPON YOU!!", \
|
||||
invocations = list("ARMORER! FRIGHT! AMPERAGE! VANGUARD! WE CALL UPON YOU!!", \
|
||||
"THE TIME HAS COME FOR OUR MASTER TO BREAK THE CHAINS OF EXILE!!", \
|
||||
"LEND US YOUR AID! ENGINE COMES!!")
|
||||
channel_time = 150
|
||||
consumed_components = list(BELLIGERENT_EYE = ARK_SUMMON_COST, VANGUARD_COGWHEEL = ARK_SUMMON_COST, GEIS_CAPACITOR = ARK_SUMMON_COST, REPLICANT_ALLOY = ARK_SUMMON_COST, HIEROPHANT_ANSIBLE = ARK_SUMMON_COST)
|
||||
power_cost = 75000 //75 KW. It's literally the thing wrenching the god out of another dimension why wouldn't it be costly.
|
||||
invokers_required = 6
|
||||
multiple_invokers_used = TRUE
|
||||
object_path = /obj/structure/destructible/clockwork/massive/celestial_gateway
|
||||
creator_message = null
|
||||
creator_message = "<span class='heavy_brass'>The Ark swirls into existance before you with the help of the Generals. After all this time, he shall, finally, be free</span>"
|
||||
usage_tip = "The gateway is completely vulnerable to attack during its five-minute duration. It will periodically give indication of its general position to everyone on the station \
|
||||
as well as being loud enough to be heard throughout the entire sector. Defend it with your life!"
|
||||
tier = SCRIPTURE_JUDGEMENT
|
||||
@@ -25,7 +25,7 @@
|
||||
/datum/clockwork_scripture/create_object/ark_of_the_clockwork_justiciar/check_special_requirements()
|
||||
if(!slab.no_cost)
|
||||
if(GLOB.ratvar_awakens)
|
||||
to_chat(invoker, "<span class='big_brass'>\"I am already here, idiot.\"</span>")
|
||||
to_chat(invoker, "<span class='big_brass'>\"I am already here, fool.\"</span>")
|
||||
return FALSE
|
||||
for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in GLOB.all_clockwork_objects)
|
||||
var/area/gate_area = get_area(G)
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/////////////
|
||||
// SCRIPTS //
|
||||
// SCRIPTS // Various miscellanious spells for offense/defense/construction.
|
||||
/////////////
|
||||
|
||||
|
||||
@@ -217,53 +217,6 @@
|
||||
weapon_type = /obj/item/clockwork/weapon/ratvarian_spear
|
||||
|
||||
|
||||
//Spatial Gateway: Allows the invoker to teleport themselves and any nearby allies to a conscious servant or clockwork obelisk.
|
||||
/datum/clockwork_scripture/spatial_gateway
|
||||
descname = "Teleport Gate"
|
||||
name = "Spatial Gateway"
|
||||
desc = "Tears open a miniaturized gateway in spacetime to any conscious servant that can transport objects or creatures to its destination. \
|
||||
Each servant assisting in the invocation adds one additional use and four additional seconds to the gateway's uses and duration."
|
||||
invocations = list("Spatial Gateway...", "...activate!")
|
||||
channel_time = 80
|
||||
power_cost = 400
|
||||
multiple_invokers_used = TRUE
|
||||
multiple_invokers_optional = TRUE
|
||||
usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 9
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
|
||||
|
||||
/datum/clockwork_scripture/spatial_gateway/check_special_requirements()
|
||||
if(!isturf(invoker.loc))
|
||||
to_chat(invoker, "<span class='warning'>You must not be inside an object to use this scripture!</span>")
|
||||
return FALSE
|
||||
var/other_servants = 0
|
||||
for(var/mob/living/L in GLOB.alive_mob_list)
|
||||
if(is_servant_of_ratvar(L) && !L.stat && L != invoker)
|
||||
other_servants++
|
||||
for(var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/O in GLOB.all_clockwork_objects)
|
||||
if(O.anchored)
|
||||
other_servants++
|
||||
if(!other_servants)
|
||||
to_chat(invoker, "<span class='warning'>There are no other conscious servants or anchored clockwork obelisks!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/spatial_gateway/scripture_effects()
|
||||
var/portal_uses = 0
|
||||
var/duration = 0
|
||||
for(var/mob/living/L in range(1, invoker))
|
||||
if(!L.stat && is_servant_of_ratvar(L))
|
||||
portal_uses++
|
||||
duration += 40 //4 seconds
|
||||
if(GLOB.ratvar_awakens)
|
||||
portal_uses = max(portal_uses, 100) //Very powerful if Ratvar has been summoned
|
||||
duration = max(duration, 100)
|
||||
return slab.procure_gateway(invoker, duration, portal_uses)
|
||||
|
||||
|
||||
//Mending Mantra: Channeled for up to ten times over twenty seconds to repair structures and heal allies
|
||||
/datum/clockwork_scripture/channeled/mending_mantra
|
||||
descname = "Channeled, Area Healing and Repair"
|
||||
@@ -488,12 +441,12 @@
|
||||
invoker.update_light()
|
||||
return ..()
|
||||
|
||||
/*//Belligerent: Channeled for up to fifteen times over thirty seconds. Forces non-servants that can hear the chant to walk, doing minor damage. Nar-Sian cultists are burned.
|
||||
//Belligerent: Channeled for up to fifteen times over thirty seconds. Forces non-servants that can hear the chant to walk, doing minor damage. Nar-Sian cultists are burned.
|
||||
/datum/clockwork_scripture/channeled/belligerent
|
||||
descname = "Channeled, Area Slowdown"
|
||||
name = "Belligerent"
|
||||
desc = "Forces all nearby non-servants to walk rather than run, doing minor damage. Chanted every two seconds for up to thirty seconds."
|
||||
chant_invocations = list("Punish their blindness!", "Take time, make slow!")
|
||||
chant_invocations = list("Punish their blindness!", "Take time, make slow!", "Kneel before The Justiciar!", "Halt their charges!", "Cease the tides!")
|
||||
chant_amount = 15
|
||||
chant_interval = 20
|
||||
channel_time = 20
|
||||
@@ -510,4 +463,3 @@
|
||||
C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
|
||||
new /obj/effect/temp_visual/ratvar/belligerent(get_turf(invoker))
|
||||
return TRUE
|
||||
*/
|
||||
@@ -14,7 +14,7 @@
|
||||
/obj/item/clockwork/alloy_shards/medium = 1, \
|
||||
/obj/item/clockwork/alloy_shards/large = 1, \
|
||||
/obj/item/clockwork/component/vanguard_cogwheel/onyx_prism = 1)
|
||||
var/static/list/component_refund = list(VANGUARD_COGWHEEL = 2, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1)
|
||||
var/static/power_refund = 250
|
||||
var/static/delay_cost = 3000
|
||||
var/static/delay_cost_increase = 1250
|
||||
var/static/delay_remaining = 0
|
||||
@@ -41,7 +41,7 @@
|
||||
if(user.canUseTopic(src, !issilicon(user), NO_DEXTERY) && is_servant_of_ratvar(user))
|
||||
if(SSshuttle.emergency.mode == SHUTTLE_DOCKED || SSshuttle.emergency.mode == SHUTTLE_IGNITING || SSshuttle.emergency.mode == SHUTTLE_STRANDED || SSshuttle.emergency.mode == SHUTTLE_ESCAPE)
|
||||
to_chat(user, "<span class='brass'>You break [src] apart, refunding some of the components used.</span>")
|
||||
for(var/i in component_refund)
|
||||
for(var/i in power_refund)
|
||||
generate_cache_component(i, src)
|
||||
take_damage(max_integrity)
|
||||
return 0
|
||||
|
||||
Reference in New Issue
Block a user