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:
Keate Senior
2020-07-12 00:43:54 -04:00
parent 7422e86c1b
commit 80b4c03c82
21 changed files with 2579 additions and 150840 deletions
@@ -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