Modifies a bunch and adds rite support
Clockie implants don't get detected by medscanners, brass claws get combo aka bonus damage on consecutive attacks against the same target, spears have a check for now accidentally draining vitality, and rite support has been added via a special sigil, though as of now there only is the 'base' rite which should never actually exist / be casted
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@@ -23,6 +23,7 @@ GLOBAL_VAR_INIT(script_scripture_unlocked, FALSE) //If script scripture is avail
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GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE) //If application scripture is available
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GLOBAL_VAR_INIT(judgement_scripture_unlocked, FALSE) //If judgement scripture is available
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GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not used to track existing scripture
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GLOBAL_LIST_INIT(clock_rites, list(typesof(/datum/clockwork_rite) - /datum/clockwork_rite))
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//Scripture tiers and requirements; peripherals should never be used
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#define SCRIPTURE_PERIPHERAL "Peripheral"
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@@ -405,3 +405,28 @@
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animation_number = initial(animation_number)
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sigil_active = FALSE
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animate(src, alpha = initial(alpha), time = 10, flags = ANIMATION_END_NOW)
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/obj/effect/clockwork/sigil/rite
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name = "radiant sigil"
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desc = "A glowing sigil glowing with barely-contained power."
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clockwork_desc = "A sigil that will allow you to perform certain rites on it, provided you have access to sufficient power and materials."
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icon_state = "sigiltransmission" //TODO
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sigil_name = "Sigil of Rites"
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alpha = 255
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var/performing_rite = FALSE
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color = "#ffe63a"
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/obj/effect/clockwork/sigil/rite/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
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. = ..()
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if(.)
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return
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if(!is_servant_of_ratvar(user))
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return
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var/list/possible_rites = list()
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for(var/datum/clockwork_rite/R in GLOB.clock_rites)
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possible_rites[R] = R
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var/input_key = input(user, "Choose a rite to cast", "Casting a rite") as null|anything in possible_rites
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if(!input_key)
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return
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var/datum/clockwork_rite/CR = possible_rites[input_key]
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CR.try_cast(src, user)
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@@ -0,0 +1,101 @@
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//This file is for clock rites, mainly used by the Sigil of Rites in clock_sigils.dm
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//The rites themselves are in this file to prevent bloating the other file too much, aswell as for easier access
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//The base clockwork rite. This should never be visible
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/datum/clockwork_rite
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var/name = "Some random clockwork rite that you should not be able to see" //The name of the rite
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var/list/required_ingredients = list() //What does this rite require?
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var/power_cost = 0 //How much power does this rite cost.. or does it even add power?
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var/requires_human = FALSE //Does the rite require a ../carbon/human on the rune?
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var/must_be_servant = TRUE //If the above is true, does the human need to be a servant?
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var/target_can_be_invoker = TRUE //Does this rite work if the invoker is also the target?
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var/cast_time = 0 //How long does the rite take to cast?
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var/limit = -1 //How often can this rite be used per round? Set this to -1 for unlimited, 0 for disallowed, anything above 0 for a limit
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var/times_used = 0 //How often has the rite already been used this shift?
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var/rite_cast_sound = 'sound/items/bikehorn.ogg' //The sound played when successfully casting the rite. If it honks, the one adding the rite forgot to set one (or was just lazy).
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/datum/clockwork_rite/proc/try_cast(var/obj/effect/clockwork/sigil/rite/R, var/mob/living/invoker) //Performs a ton of checks to see if the invoker can cast the rite
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if(!istype(R))
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return FALSE
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if(!R || !R.loc)
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return FALSE
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var/turf/T = R.loc
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if(!T) //Uh oh something is fucky
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return FALSE
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if(limit != -1 && times_used >= limit) //Is the limit on casts exceeded?
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to_chat(invoker, "<span_class='brass'>There are no more uses left for this rite!</span>")
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return FALSE
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var/mob/living/carbon/human/H //This is only used if requires_human is TRUE
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if(requires_human) //In case this requires a target
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for(var/mob/living/carbon/human/possible_H in T)
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if((!must_be_servant || is_servant_of_ratvar(possible_H)) && (target_can_be_invoker || invoker != possible_H))
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H = possible_H
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break
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if(!H)
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to_chat(invoker, "<span class='brass'>There is no target for the rite on the sigil!</span>")
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return FALSE
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if(required_ingredients.len) //In case this requires materials
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var/is_missing_materials = FALSE
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for(var/obj/item/I in required_ingredients)
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var/obj/item/Material = locate(I) in T
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if(!Material)
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is_missing_materials = TRUE
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break
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if(!is_missing_materials)
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var/still_required_string = ""
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for(var/i = 1 to required_ingredients.len)
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var/obj/O = required_ingredients[i]
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if(i != 1)
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still_required_string += ", "
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still_required_string += initial(O.name)
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to_chat(invoker, "<span class='brass'>There are still materials missing for this rite. You require [still_required_string].</span>")
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return FALSE
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if(power_cost) //If this costs power
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if(!get_clockwork_power(power_cost))
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to_chat(invoker, "<span class='brass'>There is not enough power for this rite!</span>")
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return FALSE
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R.performing_rite = TRUE
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if(!do_after(invoker, cast_time, target = R))
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to_chat(invoker, "span class='warning'>Your rite is disrupted.</span>")
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R.performing_rite = FALSE
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return FALSE
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. = cast(invoker, T, H)
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if(!.)
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to_chat(invoker, "<span class='warning'> You fail casting [name]</span>")
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post_cast(FALSE)
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else
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to_chat(invoker, "<span class='warning'>You successfully cast [name]</span>")
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post_cast(TRUE)
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R.performing_rite = FALSE
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return
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/datum/clockwork_rite/proc/cast(/mob/living/invoker, var/turf/T, var/mob/living/carbon/human/target) //Casts the rite and uses up ingredients. Doublechecks some things to prevent bypassing some restrictions via funky timing or badminnery.
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if(requires_human && !target)
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return FALSE
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if(power_cost && !get_clockwork_power(power_cost))
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return FALSE
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adjust_clockwork_power(-power_cost)
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if(limit != -1 && times_used >= limit)
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return FALSE
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if(required_ingredients.len)
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var/is_missing_materials = FALSE
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for(var/obj/item/I in required_ingredients)
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var/obj/item/Material = locate(I) in T
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if(!Material)
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is_missing_materials = TRUE
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break
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else
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qdel(Material)
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if(!is_missing_materials)
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return FALSE
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playsound(T, rite_cast_sound, 50, 2)
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return TRUE
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/datum/clockwork_rite/proc/post_cast(var/cast_succeeded)
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if(cast_succeeded)
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times_used++
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return TRUE
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@@ -4,6 +4,7 @@
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/obj/item/organ/cyberimp/arm/clockwork
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name = "clock-themed arm-mounted implant"
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var/clockwork_desc = "According to Ratvar, this really shouldn't exist. Tell Him about this immediately."
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syndicate_implant = TRUE
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/obj/item/organ/cyberimp/arm/clockwork/ui_action_click()
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if(is_servant_of_ratvar(owner) || (obj_flags & EMAGGED)) //If you somehow manage to steal a clockie's implant AND have an emag AND manage to get it implanted for yourself, good on ya!
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@@ -1,16 +1,16 @@
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//Brass claw, a armbladelike weapon used by an clock implant. Stealthy if retracted, very obvious if active. Simillar to an armblade strength-wise but has some funky stuff
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//Brass claw, an armblade-like weapon used by a clock implant. Stealthy if retracted, very obvious if active.
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//Bit weaker than an armblade strength-wise but gains combo on consecutive attacks against the same target, which causes bonus damage
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/obj/item/clockwork/brass_claw
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name = "brass claw"
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desc = "A highly sharp claw made out of brass."
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clockwork_desc = "A incredibly sharp claw made out of brass. It is quite effective at crippling enemies, though incredibly obvious aswell."
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clockwork_desc = "A incredibly sharp claw made out of brass. It is quite effective at crippling enemies, though incredibly obvious aswell. </n> Gains combo on consecutive attacks against a target, causing bonus damage."
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icon_state = "brass_claw" //Codersprite moment
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item_state = "brass_claw"
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lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
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//item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
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w_class = WEIGHT_CLASS_HUGE
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force = 15 //Doesn't generate vitality like the spear does / has somewhat less damage, but quite good at wounding and gets through armor pretty well.
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force = 15 //Doesn't generate vitality like the spear does / has somewhat less damage, but quite good at wounding and gets through armor pretty well. Also gains 2 bonus damage per consecutive attack on the same target
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throwforce = 0 //haha yes lets be safe about this
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throw_range = 0
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throw_speed = 0
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@@ -21,7 +21,23 @@
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wound_bonus = 5
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bare_wound_bonus = 15
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total_mass = TOTAL_MASS_HAND_REPLACEMENT
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var/mob/living/last_attacked
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var/combo = 0
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/obj/item/clockwork/brass_claw/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 60, 80)
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/obj/item/clockwork/brass_claw/attack(mob/living/target, mob/living/carbon/human/user)
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. = ..()
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if(QDELETED(target) || target.anti_magic_check(chargecost = 0) || is_servant_of_ratvar(target))
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return
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if(target != last_attacked) //Loses all combat on switching targets
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last_attacked = target
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combo = 0
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else
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if(!iscultist(target)) //Hostile cultists being hit stacks up combo far faster than usual
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combo++
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else
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combo += 3
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target.adjustBruteLoss(combo * 2)
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@@ -45,7 +45,7 @@
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else if(iscultist(target) || isconstruct(target))
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to_chat(target, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
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bonus_damage *= 3 //total 30 damage on cultists, 50 with ratvar
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GLOB.clockwork_vitality += target.adjustFireLoss(bonus_damage) //adds the damage done to existing vitality
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GLOB.clockwork_vitality += max(0, target.adjustFireLoss(bonus_damage)) //adds the damage done to existing vitality
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/obj/item/clockwork/weapon/ratvarian_spear/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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var/turf/T = get_turf(hit_atom)
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@@ -1519,6 +1519,7 @@
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#include "code\modules\antagonists\clockcult\clock_effects\servant_blocker.dm"
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#include "code\modules\antagonists\clockcult\clock_effects\spatial_gateway.dm"
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#include "code\modules\antagonists\clockcult\clock_helpers\clock_powerdrain.dm"
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#include "code\modules\antagonists\clockcult\clock_helpers\clock_rites.dm"
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#include "code\modules\antagonists\clockcult\clock_helpers\component_helpers.dm"
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#include "code\modules\antagonists\clockcult\clock_helpers\fabrication_helpers.dm"
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#include "code\modules\antagonists\clockcult\clock_helpers\hierophant_network.dm"
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