Clockcult Combat Rebalance + Conversion Rework (#2020)
* Removes Soul Vessel, Cogscarab, and Anima Fragment Scriptures * Update tips.txt * no one cares * manual clockcult syn
This commit is contained in:
committed by
kevinz000
parent
f5bc18bb55
commit
8ca4b9d614
@@ -21,8 +21,8 @@
|
||||
var/selected_scripture = SCRIPTURE_DRIVER
|
||||
var/recollecting = FALSE //if we're looking at fancy recollection
|
||||
var/obj/effect/proc_holder/slab/slab_ability //the slab's current bound ability, for certain scripture
|
||||
var/list/quickbound = list(/datum/clockwork_scripture/ranged_ability/geis_prep, /datum/clockwork_scripture/create_object/replicant, \
|
||||
/datum/clockwork_scripture/create_object/tinkerers_cache) //quickbound scripture, accessed by index
|
||||
var/list/quickbound = list(/datum/clockwork_scripture/ranged_ability/geis, /datum/clockwork_scripture/create_object/sigil_of_submission, \
|
||||
/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/tinkerers_cache) //quickbound scripture, accessed by index
|
||||
var/maximum_quickbound = 5 //how many quickbound scriptures we can have
|
||||
var/recollection_category = "Default"
|
||||
actions_types = list(/datum/action/item_action/clock/hierophant)
|
||||
@@ -53,21 +53,18 @@
|
||||
maximum_quickbound = 6 //we usually have one or two unique scriptures, so if ratvar is up let us bind one more
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/engineer //four scriptures, plus a fabricator
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/cogscarab, \
|
||||
/datum/clockwork_scripture/create_object/soul_vessel, /datum/clockwork_scripture/create_object/sigil_of_transmission)
|
||||
/obj/item/clockwork/slab/cyborg/engineer //two scriptures, plus a fabricator
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transmission)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/medical //five scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/ranged_ability/sentinels_compromise, \
|
||||
/datum/clockwork_scripture/create_object/vitality_matrix, /datum/clockwork_scripture/channeled/mending_mantra, /datum/clockwork_scripture/fellowship_armory)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/security //four scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
|
||||
/datum/clockwork_scripture/channeled/volt_blaster)
|
||||
/obj/item/clockwork/slab/cyborg/security //twoscriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/peacekeeper //four scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
|
||||
/datum/clockwork_scripture/channeled/volt_blaster)
|
||||
/obj/item/clockwork/slab/cyborg/peacekeeper //two scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/janitor //five scriptures, plus a fabricator
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transgression, \
|
||||
@@ -77,8 +74,8 @@
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/tinkerers_cache, \
|
||||
/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/fellowship_armory, /datum/clockwork_scripture/create_object/clockwork_obelisk)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/miner //three scriptures, plus a spear and xray vision
|
||||
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/channeled/volt_blaster)
|
||||
/obj/item/clockwork/slab/cyborg/miner //two scriptures, plus a spear and xray vision
|
||||
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/access_display(mob/living/user)
|
||||
if(!GLOB.ratvar_awakens)
|
||||
@@ -136,7 +133,7 @@
|
||||
production_time = world.time + SLAB_PRODUCTION_TIME + production_slowdown
|
||||
var/mob/living/L
|
||||
L = get_atom_on_turf(src, /mob/living)
|
||||
if(istype(L) && can_recite_scripture(L))
|
||||
if(istype(L) && (no_cost || can_recite_scripture(L)))
|
||||
var/component_to_generate = target_component_id
|
||||
if(!component_to_generate)
|
||||
component_to_generate = get_weighted_component_id(src) //more likely to generate components that we have less of
|
||||
@@ -267,7 +264,7 @@
|
||||
if(busy)
|
||||
to_chat(user, "<span class='warning'>[src] refuses to work, displaying the message: \"[busy]!\"</span>")
|
||||
return 0
|
||||
if(!can_recite_scripture(user))
|
||||
if(!no_cost && !can_recite_scripture(user))
|
||||
to_chat(user, "<span class='nezbere'>[src] hums fitfully in your hands, but doesn't seem to do anything...</span>")
|
||||
return 0
|
||||
access_display(user)
|
||||
@@ -287,7 +284,7 @@
|
||||
ui.open()
|
||||
|
||||
/obj/item/clockwork/slab/proc/recite_scripture(datum/clockwork_scripture/scripture, mob/living/user)
|
||||
if(!scripture || !user || !user.canUseTopic(src) || !can_recite_scripture(user))
|
||||
if(!scripture || !user || !user.canUseTopic(src) || (!no_cost && !can_recite_scripture(user)))
|
||||
return FALSE
|
||||
if(user.get_active_held_item() != src)
|
||||
to_chat(user, "<span class='warning'>You need to hold the slab in your active hand to recite scripture!</span>")
|
||||
@@ -403,24 +400,21 @@
|
||||
dat += "<font color=#BE8700><b>Servant:</b></font> A person or robot who serves Ratvar. You are one of these.<br>"
|
||||
dat += "<font color=#BE8700><b>Cache:</b></font> A <i>Tinkerer's Cache</i>, which is a structure that stores and creates components.<br>"
|
||||
dat += "<font color=#BE8700><b>CV:</b></font> Construction Value. All clockwork structures, floors, and walls increase this number.<br>"
|
||||
dat += "<font color=#BE8700><b>Vitality:</b></font> Used for healing effects, produced by Ratvarian spear attacks and Vitality Matrices.<br>"
|
||||
dat += "<font color=#BE8700><b>Geis:</b></font> An important scripture used to make normal crew and robots into Servants of Ratvar.<br>"
|
||||
dat += "<font color=#6E001A><b>[get_component_icon(BELLIGERENT_EYE)]BE:</b></font> Belligerent Eye, a component type used in offensive scriptures.<br>"
|
||||
dat += "<font color=#1E8CE1><b>[get_component_icon(VANGUARD_COGWHEEL)]VC:</b></font> Vanguard Cogwheel, a component type used in defensive scriptures.<br>"
|
||||
dat += "<font color=#AF0AAF><b>[get_component_icon(GEIS_CAPACITOR)]GC:</b></font> Geis Capacitor, a component type used in mind-related scriptures.<br>"
|
||||
dat += "<font color=#5A6068><b>[get_component_icon(REPLICANT_ALLOY)]RA:</b></font> Replicant Alloy, a component type used in construction scriptures.<br>"
|
||||
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy scriptures.<br>"
|
||||
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy-related scriptures.<br>"
|
||||
dat += "<font color=#BE8700><b>Ark:</b></font> The cult's win condition, a huge structure that needs to be defended.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>Items</font><br>"
|
||||
dat += "<font color=#BE8700><b>Slab:</b></font> A clockwork slab, a Servant's most important tool. You're holding one! Keep it safe and hidden.<br>"
|
||||
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can stun everything in an area after a delay.<br>"
|
||||
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can smite an area for a brief stun and delayed explosion.<br>"
|
||||
dat += "<font color=#BE8700><b>Wraith Specs:</b></font> Wraith spectacles, which provide true sight (x-ray, night vision) but damage the wearer's eyes.<br>"
|
||||
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon.<br>"
|
||||
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon that produces Vitality.<br>"
|
||||
dat += "<font color=#BE8700><b>Fabricator:</b></font> A replica fabricator, which converts objects into clockwork versions.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>Constructs</font><br>"
|
||||
dat += "<font color=#BE8700><b>Vessel:</b></font> A soul vessel, a clockwork brain used to activate constructs.<br>"
|
||||
dat += "<font color=#BE8700><b>Shell:</b></font> A construct shell of some type that can accept a soul vessel to activate.<br>"
|
||||
dat += "<font color=#BE8700><b>Scarab:</b></font> A cogscarab construct, which is a drone that maintains the cult's bases.<br>"
|
||||
dat += "<font color=#BE8700><b>Fragment:</b></font> An anim[prob(1) ? "e" : "a"] fragment, which is a fragile but powerful offensive construct.<br>"
|
||||
dat += "<font color=#BE8700><b>Marauder:</b></font> A clockwork marauder, which is a powerful bodyguard that hides in its owner.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>Structures (* = requires power)</font><br>"
|
||||
dat += "<font color=#BE8700><b>Warden:</b></font> An ocular warden, which is a ranged turret that damages non-Servants that see it.<br>"
|
||||
@@ -432,8 +426,9 @@
|
||||
dat += "<i>Note: Sigils can be stacked on top of one another, making certain sigils very effective when paired!</i><br>"
|
||||
dat += "<font color=#BE8700><b>Transgression:</b></font> Stuns the first non-Servant to cross it for ten seconds and blinds others nearby. Disappears on use.<br>"
|
||||
dat += "<font color=#BE8700><b>Submission:</b></font> Converts the first non-Servant to stand on the sigil for seven seconds. Disappears on use.<br>"
|
||||
dat += "<font color=#BE8700><b>Matrix:</b></font> Drains health from non-Servants, producing Vitality. Can heal and revive Servants.<br>"
|
||||
dat += "<font color=#BE8700><b>Accession:</b></font> Identical to the Sigil of Submission, but doesn't disappear on use. It can also convert a single mindshielded target, but will disappear after doing this.<br>"
|
||||
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create power.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create additional power.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
|
||||
if("Components")
|
||||
var/servants = 0 //Calculate the current production time for slab components
|
||||
@@ -465,7 +460,7 @@
|
||||
dat += "<b>Components</b> are your primary resource as a Servant. There are five types of component, with each one being used in different roles:<br><br>"
|
||||
dat += "<font color=#6E001A>[get_component_icon(BELLIGERENT_EYE)]BE</font> Belligerent Eyes are aggressive and judgemental, and are used in offensive scripture;<br>"
|
||||
dat += "<font color=#1E8CE1>[get_component_icon(VANGUARD_COGWHEEL)]VC</font> Vanguard Cogwheels are defensive and repairing, and are used in defensive scripture;<br>"
|
||||
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>" //References the old name
|
||||
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>"
|
||||
dat += "<font color=#5A6068>[get_component_icon(REPLICANT_ALLOY)]RA</font> Replicant Alloy is a strong, malleable metal and is used for construction and creation;<br>"
|
||||
dat += "<font color=#DAAA18>[get_component_icon(HIEROPHANT_ANSIBLE)]HA</font> Hierophant Ansibles are for transmission and power, and are used in power and teleportation scripture<br><br>"
|
||||
dat += "Although this is a good rule of thumb, their effects become much more nuanced when used together. For instance, a turret might have both belligerent eyes and \
|
||||
@@ -503,8 +498,8 @@
|
||||
and can be harnessed in several ways.<br><br>"
|
||||
dat += "To begin with, if there is no other source of power nearby, structures will draw from the area's APC, assuming it has one. This is inefficient and ill-advised as \
|
||||
anything but a last resort. Instead, it is recommended that a <b>Sigil of Transmission</b> is created. This sigil serves as both battery and power generator for nearby clockwork \
|
||||
structures, and those structures will happily draw power from the sigil before they resort to pathetic APCs and other sources of energy.<br><br>"
|
||||
dat += "The most reliable and efficient way to generate power is by using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
|
||||
structures, and those structures will happily draw power from the sigil before they resort to APCs.<br><br>"
|
||||
dat += "Generating power is less easy. The most reliable and efficient way is using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
|
||||
to power, at a rate of <b>[POWER_FLOOR]W</b> per sheet. (Brass sheets are created from replica fabricators, which are explained more in detail in the <b>Conversion</b> section.) \
|
||||
Activating a sigil of transmission will also cause it to drain power from the nearby area, which, while effective, serves as an obvious tell that there is something wrong.<br><br>"
|
||||
dat += "Without power, many structures will not function, making a base vulnerable to attack. For this reason, it is critical that you keep an eye on your power reserves and \
|
||||
@@ -516,15 +511,15 @@
|
||||
they become a full-fledged Servant, ready and willing to serve the cause of Ratvar. It should also be noted that <i>silicon crew, such as cyborgs and the AI, can be \
|
||||
converted just like normal crew</i> and will gain special abilities; this is covered later. This section will also cover converting the station's structure itself; walls, \
|
||||
floors, windows, tables, and other objects can all be converted into clockwork versions, and serve an important purpose.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Methods of Conversion:</b></font> There are several ways to convert humans and silicons. The first and most readily-available of these is \
|
||||
<b>Geis</b>, a Driver-tier scripture. Using it whispers an invocation very quickly - this is incredibly obvious - and charges your slab with power. In addition to <i>making \
|
||||
the slab visible in your hand,</i> you can now use it on a target within melee range to bind them and begin converting them. While there are six or fewer Servants, they are \
|
||||
unable to escape this binding, meaning that unless you are interrupted, the target is as good as yours. However, the scripture becomes slower for every Servant human or \
|
||||
silicon Servant past [SCRIPT_SERVANT_REQ], and the bindings can be resisted past this, meaning that eventually other methods become more desirable.<br><br>"
|
||||
dat += "The other three methods of conversion are the <b>sigils of submission and accession</b>, whose purpose is to do so, and the <b>mania motor.</b> The sigil of \
|
||||
submission is a sigil that, when stood on by a non-Servant for seven full seconds, will convert that non-Servant. This time requirement does not scale with \
|
||||
Servants, making it the preferred option after Geis becomes too inefficient. It is, however, consumed after use; the sigil of accession solves this problem, and serves as a \
|
||||
permanent conversion sigil. The mania motor is generally unreliable, only converting those who stand near it for an extended period.<br><br>"
|
||||
dat += "<font color=#BE8700><b>A Note on Geis:</b></font> There are several ways to convert humans and silicons. However, the most important tool to making them work is \
|
||||
<b>Geis</b>, a Driver-tier scripture. Using it whispers an invocation very quickly and charges your slab with power. In addition to <i>making the slab visible in your hand,</i> \
|
||||
you can now use it on a target within melee range to bind and mute them. It is by far your most reliable tool for capturing potential converts and targets, though it is incredibly \
|
||||
obvious. In addition, you are unable to take any actions other than moving while your target is bound. The binding will last for 25 seconds and mute for about 13 seconds, though \
|
||||
allies can use Geis to refresh these effects.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Converting:</b></font> The two methods of conversion are the <b>sigil of submission</b>, whose purpose is to do so, and the <b>mania motor.</b> \
|
||||
The sigil of submission is a sigil that, when stood on by a non-Servant for eight seconds, will convert that non-Servant. This is the only practical way to convert targets. \
|
||||
Sigils of submission are cheap, early, and permanent! Make sure sigils of submission are placed only in bases or otherwise hidden spots, or with a sigil of transgression on them. \
|
||||
The mania motor, however, is generally unreliable and unlocked later, only converting those who stand near it for an extended period.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Converting Humans:</b></font> For obvious reasons, humans are the most common conversion target. Because every crew member is different, and \
|
||||
may be armed with different equipment, you should take precautions to ensure that they aren't able to resist. If able, removing a headset is essential, as is restraining \
|
||||
them through handcuffs, cable ties, or other restraints. Some crew, like security, are also implanted with mindshield implants; these will prevent conversion and must be \
|
||||
@@ -532,9 +527,8 @@
|
||||
begins administering mindshield implants, this will greatly inhibit conversion. Also note that mindshield implants can be broken by a sigil of accession automatically, but \
|
||||
the sigil will disappear.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Converting Silicons:</b></font> Due to their robotic nature, silicons are generally more predictable than humans in terms of conversion. \
|
||||
However, they are also much, much harder to subdue, especially cyborgs. The easiest way to convert a cyborg is by using a flash or a sigil of transgression to stun it, \
|
||||
then very quickly using Geis to restrain them. If you stack a sigil of transgression and one of the conversion sigils, a crossing cyborg will be stunned and helpless to \
|
||||
escape in time before the other sigil converts them.<br><br>"
|
||||
However, they are also much, much harder to subdue, especially cyborgs. The easiest way to convert a cyborg is by using Geis to restrain them, then dragging them to a sigil \
|
||||
of submission. If you stack a sigil of transgression and a sigil of submission, a crossing cyborg will be stunned and helpless to escape before they are converted.<br><br>"
|
||||
dat += "Converting AIs is very often the hardest task of the cult, and has been the downfall of countless successful Servants. Their omnipresence across the station, \
|
||||
coupled with their secure location and ability to lock themselves securely, makes them a powerful target. However, once the AI itself is reached, it is usually completely \
|
||||
helpless to resist its own conversion. A very common tactic is to take advantage of a converted cyborg to rush the AI before it is able to react.<br><br>"
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
//Judicial marker: Created by the judicial visor. After three seconds, knocks down any non-Servants nearby and damages Nar-Sian cultists.
|
||||
//Judicial marker: Created by the judicial visor. Immediately applies Belligerent and briefly knocks down, then after 3 seconds does large damage and briefly knocks down again
|
||||
/obj/effect/clockwork/judicial_marker
|
||||
name = "judicial marker"
|
||||
desc = "You get the feeling that you shouldn't be standing here."
|
||||
@@ -165,11 +165,18 @@
|
||||
/obj/effect/clockwork/judicial_marker/proc/judicialblast()
|
||||
playsound(src, 'sound/magic/magic_missile.ogg', 50, 1, 1, 1)
|
||||
flick("judicial_marker", src)
|
||||
for(var/mob/living/carbon/C in range(1, src))
|
||||
var/datum/status_effect/belligerent/B = C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
|
||||
if(!QDELETED(B))
|
||||
B.duration = world.time + 30
|
||||
C.Knockdown(5) //knocks down for half a second if affected
|
||||
sleep(16)
|
||||
name = "judicial blast"
|
||||
layer = ABOVE_ALL_MOB_LAYER
|
||||
flick("judicial_explosion", src)
|
||||
set_light(1.4, 2, "#B451A1")
|
||||
sleep(13)
|
||||
name = "judicial explosion"
|
||||
var/targetsjudged = 0
|
||||
playsound(src, 'sound/effects/explosionfar.ogg', 100, 1, 1, 1)
|
||||
set_light(0)
|
||||
@@ -181,21 +188,19 @@
|
||||
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
|
||||
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
|
||||
continue
|
||||
L.Knockdown(15) //knocks down briefly when exploding
|
||||
if(!iscultist(L))
|
||||
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
|
||||
"<span class='userdanger'>[!issilicon(L) ? "An unseen force slams you into the ground!" : "ERROR: Motor servos disabled by external source!"]</span>")
|
||||
L.Knockdown(160) //knocks down targets for 14-16 seconds
|
||||
else
|
||||
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
|
||||
"<span class='heavy_brass'>\"Keep an eye out, filth.\"</span>\n<span class='userdanger'>A burst of heat crushes you against the ground!</span>")
|
||||
L.Knockdown(80) //knocks down for 6-8 seconds, but set cultist targets on fire
|
||||
L.adjust_fire_stacks(2)
|
||||
L.adjust_fire_stacks(2) //sets cultist targets on fire
|
||||
L.IgniteMob()
|
||||
if(iscarbon(L))
|
||||
var/mob/living/carbon/C = L
|
||||
C.silent += 6
|
||||
L.adjustFireLoss(5)
|
||||
targetsjudged++
|
||||
L.adjustBruteLoss(10) //do a small amount of damage
|
||||
if(!QDELETED(L))
|
||||
L.adjustBruteLoss(20) //does a decent amount of damage
|
||||
add_logs(user, L, "struck with a judicial blast")
|
||||
to_chat(user, "<span class='brass'><b>[targetsjudged ? "Successfully judged <span class='neovgre'>[targetsjudged]</span>":"Judged no"] heretic[targetsjudged == 1 ? "":"s"].</b></span>")
|
||||
sleep(3) //so the animation completes properly
|
||||
|
||||
@@ -6,14 +6,16 @@
|
||||
icon = 'icons/obj/clockwork_objects.dmi'
|
||||
icon_state = "ratvarian_spear"
|
||||
item_state = "ratvarian_spear"
|
||||
lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
|
||||
force = 15 //Extra damage is dealt to targets in attack()
|
||||
throwforce = 40
|
||||
throwforce = 25
|
||||
armour_penetration = 10
|
||||
sharpness = IS_SHARP_ACCURATE
|
||||
attack_verb = list("stabbed", "poked", "slashed")
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
var/impale_cooldown = 50 //delay, in deciseconds, where you can't impale again
|
||||
var/attack_cooldown = 10 //delay, in deciseconds, where you can't attack with the spear
|
||||
var/bonus_burn = 5
|
||||
var/timerid
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/Destroy()
|
||||
@@ -22,107 +24,44 @@
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/ratvar_act()
|
||||
if(GLOB.ratvar_awakens) //If Ratvar is alive, the spear is extremely powerful
|
||||
force = 25
|
||||
throwforce = 50
|
||||
armour_penetration = 10
|
||||
force = 20
|
||||
bonus_burn = 10
|
||||
throwforce = 40
|
||||
armour_penetration = 50
|
||||
clockwork_desc = initial(clockwork_desc)
|
||||
deltimer(timerid)
|
||||
else
|
||||
force = initial(force)
|
||||
bonus_burn = initial(bonus_burn)
|
||||
throwforce = initial(throwforce)
|
||||
armour_penetration = 0
|
||||
armour_penetration = initial(armour_penetration)
|
||||
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons, though it won't last for long."
|
||||
deltimer(timerid)
|
||||
timerid = addtimer(CALLBACK(src, .proc/break_spear), RATVARIAN_SPEAR_DURATION, TIMER_STOPPABLE)
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/cyborg/ratvar_act() //doesn't break!
|
||||
if(GLOB.ratvar_awakens)
|
||||
force = 25
|
||||
throwforce = 50
|
||||
armour_penetration = 10
|
||||
else
|
||||
force = initial(force)
|
||||
throwforce = initial(throwforce)
|
||||
armour_penetration = 0
|
||||
..()
|
||||
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons."
|
||||
deltimer(timerid)
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/examine(mob/user)
|
||||
..()
|
||||
if(is_servant_of_ratvar(user) || isobserver(user))
|
||||
to_chat(user, "<span class='brass'>Stabbing a human you are pulling or have grabbed with the spear will impale them, doing massive damage and stunning.</span>")
|
||||
to_chat(user, "<span class='inathneq_small'>Attacks on living non-Servants will generate <b>[bonus_burn]</b> units of vitality.</span>")
|
||||
if(!iscyborg(user))
|
||||
to_chat(user, "<span class='brass'>Throwing the spear will do massive damage, break the spear, and knock down the target.</span>")
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/attack(mob/living/target, mob/living/carbon/human/user)
|
||||
var/impaling = FALSE
|
||||
if(attack_cooldown > world.time)
|
||||
to_chat(user, "<span class='warning'>You can't attack right now, wait [max(round((attack_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
|
||||
return
|
||||
if(user.pulling && ishuman(user.pulling) && user.pulling == target)
|
||||
if(impale_cooldown > world.time)
|
||||
to_chat(user, "<span class='warning'>You can't impale [target] yet, wait [max(round((impale_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
|
||||
else
|
||||
impaling = TRUE
|
||||
attack_verb = list("impaled")
|
||||
force += 22 //total 40 damage if ratvar isn't alive, 50 if he is
|
||||
armour_penetration += 10 //if you're impaling someone, armor sure isn't that useful
|
||||
user.stop_pulling()
|
||||
|
||||
if(hitsound)
|
||||
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
|
||||
user.lastattacked = target
|
||||
target.lastattacker = user
|
||||
user.do_attack_animation(target)
|
||||
if(!target.attacked_by(src, user)) //TODO MAKE ATTACK() USE PROPER RETURN VALUES
|
||||
impaling = FALSE //if we got blocked, stop impaling
|
||||
else if(!target.null_rod_check()) //if they don't have a null rod, we do bonus damage on a successful attack
|
||||
. = ..()
|
||||
if(!QDELETED(target) && target.stat != DEAD && !target.null_rod_check() && !is_servant_of_ratvar(target)) //we do bonus damage on attacks unless they're a servant, have a null rod, or are dead
|
||||
var/bonus_damage = bonus_burn //normally a total of 20 damage, 30 with ratvar
|
||||
if(issilicon(target))
|
||||
var/mob/living/silicon/S = target
|
||||
if(S.stat != DEAD)
|
||||
S.visible_message("<span class='warning'>[S] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
|
||||
S.adjustFireLoss(22) //total 37 damage on borgs
|
||||
target.visible_message("<span class='warning'>[target] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
|
||||
bonus_damage *= 5 //total 40 damage on borgs, 70 with ratvar
|
||||
else if(iscultist(target) || isconstruct(target))
|
||||
var/mob/living/M = target
|
||||
if(M.stat != DEAD)
|
||||
to_chat(M, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
|
||||
M.adjustFireLoss(15) //total 30 damage on cultists
|
||||
else
|
||||
target.adjustFireLoss(3) //anything else takes a total of 18
|
||||
add_logs(user, target, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
|
||||
add_fingerprint(user)
|
||||
|
||||
attack_verb = list("stabbed", "poked", "slashed")
|
||||
ratvar_act()
|
||||
if(impaling)
|
||||
impale_cooldown = world.time + initial(impale_cooldown)
|
||||
attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
|
||||
if(target)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
|
||||
target.Stun(80) //brief stun
|
||||
to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
|
||||
var/remove_verb = pick("pull", "yank", "drag")
|
||||
if(do_after(user, 10, 1, target))
|
||||
var/turf/T = get_turf(target)
|
||||
var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
|
||||
playsound(T, 'sound/misc/splort.ogg', 200, 1)
|
||||
playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
|
||||
if(target.stat != CONSCIOUS)
|
||||
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] kicks [target] off of [src]!</span>", "<span class='warning'>You kick [target] off of [src]!</span>")
|
||||
to_chat(target, "<span class='userdanger'>You scream in pain as you're kicked off of [src]!</span>")
|
||||
target.emote("scream")
|
||||
step(target, get_dir(user, target))
|
||||
T = get_turf(target)
|
||||
B.forceMove(T)
|
||||
target.Knockdown(40) //then knockdown if we stayed next to them
|
||||
playsound(T, 'sound/weapons/thudswoosh.ogg', 50, 1)
|
||||
flash_color(target, flash_color="#911414", flash_time=8)
|
||||
else if(target) //it's a do_after, we gotta check again to make sure they didn't get deleted
|
||||
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
|
||||
if(target.stat == CONSCIOUS)
|
||||
to_chat(target, "<span class='userdanger'>You scream in pain as [src] is suddenly [remove_verb]ed out of you!</span>")
|
||||
target.emote("scream")
|
||||
flash_color(target, flash_color="#911414", flash_time=4)
|
||||
to_chat(target, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
|
||||
bonus_damage *= 3 //total 30 damage on cultists, 50 with ratvar
|
||||
GLOB.clockwork_vitality += target.adjustFireLoss(bonus_damage) //adds the damage done to existing vitality
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/throw_impact(atom/target)
|
||||
var/turf/T = get_turf(target)
|
||||
@@ -139,6 +78,7 @@
|
||||
L.Knockdown(100)
|
||||
else
|
||||
L.Knockdown(40)
|
||||
GLOB.clockwork_vitality += L.adjustFireLoss(bonus_burn * 3) //normally a total of 40 damage, 70 with ratvar
|
||||
break_spear(T)
|
||||
else
|
||||
..()
|
||||
|
||||
Reference in New Issue
Block a user