Merge remote-tracking branch 'origin/master' into what-should-i-name-this-branch
This commit is contained in:
@@ -45,7 +45,7 @@
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GLOB.poi_list -= src
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return ..()
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/obj/structure/blob/core/ex_act(severity, target)
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/obj/structure/blob/core/ex_act(severity, target, origin)
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var/damage = 50 - 10 * severity //remember, the core takes half brute damage, so this is 20/15/10 damage based on severity
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take_damage(damage, BRUTE, "bomb", 0)
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@@ -8,7 +8,7 @@
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linked.examine(user)
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return ..()
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/obj/effect/clockwork/overlay/ex_act()
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/obj/effect/clockwork/overlay/ex_act(severity, target, origin)
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return FALSE
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/obj/effect/clockwork/overlay/singularity_act()
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@@ -36,7 +36,7 @@
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return TRUE
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. = ..()
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/obj/effect/clockwork/sigil/ex_act(severity)
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/obj/effect/clockwork/sigil/ex_act(severity, target, origin)
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visible_message("<span class='warning'>[src] scatters into thousands of particles.</span>")
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qdel(src)
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@@ -204,7 +204,7 @@
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. = ..()
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update_icon()
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/obj/effect/clockwork/sigil/transmission/ex_act(severity)
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/obj/effect/clockwork/sigil/transmission/ex_act(severity, target, origin)
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if(severity == 3)
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adjust_clockwork_power(500) //Light explosions charge the network!
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visible_message("<span class='warning'>[src] flares a brilliant orange!</span>")
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@@ -38,7 +38,7 @@
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/obj/effect/clockwork/servant_blocker/singularity_pull()
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return
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/obj/effect/clockwork/servant_blocker/ex_act(severity, target)
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/obj/effect/clockwork/servant_blocker/ex_act(severity, target, origin)
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return
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/obj/effect/clockwork/servant_blocker/safe_throw_at()
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@@ -102,7 +102,7 @@
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return TRUE
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return ..()
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/obj/effect/clockwork/spatial_gateway/ex_act(severity)
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/obj/effect/clockwork/spatial_gateway/ex_act(severity, target, origin)
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if(severity == 1 && uses)
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uses = 0
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visible_message("<span class='warning'>[src] is disrupted!</span>")
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@@ -251,7 +251,7 @@
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name = "stable gateway"
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is_stable = TRUE
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/obj/effect/clockwork/spatial_gateway/stable/ex_act(severity)
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/obj/effect/clockwork/spatial_gateway/stable/ex_act(severity, target, origin)
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if(severity == 1)
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start_shutdown() //Yes, you can chain devastation-level explosions to delay a gateway shutdown, if you somehow manage to do it without breaking the obelisk. Is it worth it? Probably not.
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return TRUE
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@@ -214,5 +214,5 @@
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sleep(3) //so the animation completes properly
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qdel(src)
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/obj/effect/clockwork/judicial_marker/ex_act(severity)
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/obj/effect/clockwork/judicial_marker/ex_act(severity, target, origin)
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return
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@@ -231,3 +231,31 @@
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to_chat(invoker, "<span class='nezbere'>\"Only one of my weapons may exist in this temporal stream!\"</span>")
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return FALSE
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return ..()
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/datum/clockwork_scripture/create_object/construct/cogscarab
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descname = "Building Construct"
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name = "Cogscarab"
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desc = "Creates a shell for a cogscarab, a drone that helps build your base!"
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invocations = list("Arise, drone!", "Create defenses for the true light!")
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channel_time = 80
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power_cost = 8000
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creator_message = "<span class='brass'>Your slab disgorges several chunks of replicant alloy that form into a spiderlike shell.</span>"
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usage_tip = "These machines will help you get a base built up while you go out to look for more followers."
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tier = SCRIPTURE_APPLICATION
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one_per_tile = TRUE
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primary_component = BELLIGERENT_EYE
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sort_priority = 9
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quickbind = TRUE
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quickbind_desc = "Creates a cogscarab, good for the backline."
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object_path = /obj/item/clockwork/construct_chassis/cogscarab/
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construct_type = /mob/living/simple_animal/drone/cogscarab
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combat_construct = FALSE
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/datum/clockwork_scripture/create_object/construct/cogscarab/update_construct_limit()
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var/human_servants = 0
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for(var/V in SSticker.mode.servants_of_ratvar)
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var/datum/mind/M = V
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var/mob/living/L = M.current
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if(ishuman(L) && L.stat != DEAD)
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human_servants++
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construct_limit = round(clamp((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
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+1
-1
@@ -197,7 +197,7 @@
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glow = new /obj/effect/clockwork/overlay/gateway_glow(get_turf(src))
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glow.linked = src
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/obj/structure/destructible/clockwork/massive/celestial_gateway/ex_act(severity)
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/obj/structure/destructible/clockwork/massive/celestial_gateway/ex_act(severity, target, origin)
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var/damage = max((obj_integrity * 0.7) / severity, 100) //requires multiple bombs to take down
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take_damage(damage, BRUTE, "bomb", 0)
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@@ -241,3 +241,18 @@
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parts += printplayerlist(members - eminence)
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return "<div class='panel clockborder'>[parts.Join("<br>")]</div>"
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//I have no idea where to put this so I'm leaving it here. Loads reebe. Only one reebe can exist, so it's checked via a global var.
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/proc/load_reebe()
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if(GLOB.reebe_loaded)
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return TRUE
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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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GLOB.reebe_loaded = TRUE
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return TRUE
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@@ -179,7 +179,7 @@
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/mob/living/carbon/true_devil/is_literate()
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return 1
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/mob/living/carbon/true_devil/ex_act(severity, ex_target)
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/mob/living/carbon/true_devil/ex_act(severity, target, origin)
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if(!ascended)
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var/b_loss
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switch (severity)
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@@ -174,7 +174,7 @@
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//Immunities
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/mob/living/simple_animal/revenant/ex_act(severity, target)
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/mob/living/simple_animal/revenant/ex_act(severity, target, origin)
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return 1 //Immune to the effects of explosions.
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/mob/living/simple_animal/revenant/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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@@ -249,7 +249,7 @@
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released and fully healed, because in the end it's just a jape, \
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sibling!</B>"
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/mob/living/simple_animal/slaughter/laughter/ex_act(severity)
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/mob/living/simple_animal/slaughter/laughter/ex_act(severity, target, origin)
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switch(severity)
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if(1)
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death()
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