addresses code suggestions from Deltafire
This commit is contained in:
@@ -232,9 +232,11 @@
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. = ..()
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if(!.)
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return FALSE
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if(isclockworkgolem(target))
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return FALSE
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target.visible_message("<span class='warning'>The robotic parts magnetize to [target], the new frame's eyes glowing in a brilliant yellow!</span>")
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var/mob/living/silicon/robot/R = target.Robotize()
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R.cell = new /obj/item/stock_parts/cell/upgraded/plus(R)
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R.cell = new /obj/item/stock_parts/cell/super(R)//takes one to use the rite to begin with
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new /obj/effect/temp_visual/ratvar/sigil/transmission(T,2)
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/datum/clockwork_rite/golem_transform
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@@ -5,7 +5,7 @@
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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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icon_state = "clock_arm_implant"
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icon_state = "toolkit_implant"
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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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@@ -1,14 +1,14 @@
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//Clockwork guardian: Slow but with high damage, resides inside of a servant. Created via the Memory Allocation scripture.
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/mob/living/simple_animal/hostile/clockwork/guardian
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name = "clockwork guardian"
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desc = "A stalwart apparition of a soldier, blazing with magenta flames. It's armed with a gladius and shield and stands ready by its master."
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icon_state = "clockwork_marauder"
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desc = "A slow, armored clockwork machine, blazing with magenta flames. It's armed with a gladius and shield, and stands ready by its master."
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icon_state = "clockwork_guardian"
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health = 300
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maxHealth = 300
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speed = 1
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obj_damage = 40
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melee_damage_lower = 12
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melee_damage_upper = 12
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melee_damage_lower = 20//ranged attacks are the way to go for fighting these
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melee_damage_upper = 20
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/weapons/bladeslice.ogg'
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@@ -16,9 +16,6 @@ Judgement 80k power or nine converts
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var/chanting = FALSE //If the invocation's words are being spoken
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var/channel_time = 10 //In deciseconds, how long a ritual takes to chant
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var/power_cost = 5 //In watts, how much a scripture takes to invoke
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var/vitality_cost = 0 //how much vitality a scripture requires to be used
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var/special_vitality_text//if the scripture can use additional vitality to have a unique function, use this; put
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var/special_vitality_cost
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var/special_power_text //If the scripture can use additional power to have a unique function, use this; put POWERCOST here to display the special power cost.
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var/special_power_cost //This should be a define in __DEFINES/clockcult.dm, such as ABSCOND_ABDUCTION_COST
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var/obj/item/clockwork/slab/slab //The parent clockwork slab
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@@ -18,7 +18,7 @@
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tier = SCRIPTURE_APPLICATION
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one_per_tile = TRUE
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 1
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sort_priority = 2
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important = TRUE
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quickbind = TRUE
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quickbind_desc = "Creates a Sigil of Transmission, which can drain and will store power for clockwork structures."
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@@ -72,7 +72,7 @@
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tier = SCRIPTURE_APPLICATION
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one_per_tile = TRUE
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primary_component = HIEROPHANT_ANSIBLE
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sort_priority = 2
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sort_priority = 5
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quickbind = TRUE
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quickbind_desc = "Creates a Mania Motor, which causes minor damage and negative mental effects in non-Servants."
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requires_full_power = TRUE
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@@ -112,7 +112,7 @@
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usage_tip = "Guardians are useful as personal bodyguards and frontline warriors."
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tier = SCRIPTURE_APPLICATION
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primary_component = GEIS_CAPACITOR
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sort_priority = 5
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sort_priority = 6
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/datum/clockwork_scripture/memory_allocation/check_special_requirements()
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for(var/mob/living/simple_animal/hostile/clockwork/guardian/M in GLOB.all_clockwork_mobs)
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@@ -171,7 +171,7 @@
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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 = 6
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sort_priority = 7
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quickbind = TRUE
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quickbind_desc = "Creates a clockwork marauder, used for frontline combat."
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object_path = /obj/item/clockwork/construct_chassis/clockwork_marauder
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@@ -223,7 +223,7 @@
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object_path = /obj/mecha/combat/neovgre
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tier = SCRIPTURE_APPLICATION
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primary_component = BELLIGERENT_EYE
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sort_priority = 7
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sort_priority = 8
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creator_message = "<span class='brass'>Neovgre, the Anima Bulwark towers over you... your enemies reckoning has come.</span>"
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/datum/clockwork_scripture/create_object/summon_arbiter/check_special_requirements()
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+1
-1
@@ -81,7 +81,7 @@
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priority_announce("Massive [Gibberish("bluespace", 100)] anomaly detected on all frequencies. All crew are directed to \
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@!$, [text2ratvar("PURGE ALL UNTRUTHS")] <&. the anomalies and destroy their source to prevent further damage to corporate property. This is \
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not a drill.", "Central Command Higher Dimensional Affairs", 'sound/magic/clockwork/ark_activation_sequence.ogg')
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set_security_level("red")
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set_security_level("Delta")
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for(var/V in SSticker.mode.servants_of_ratvar)
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var/datum/mind/M = V
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if(!M || !M.current)
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+2
-3
@@ -158,12 +158,11 @@
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sleep(50)
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priority_announce("Massive energy surge detected. Closest matching threat: Incoming supernova. All crew are advised to evacuate NAN lightyears away from blast zone","Central Command Higher Dimensional Affairs", 'sound/misc/airraid.ogg')
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sleep(300)
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priority_announce("Gravitational anomalies detected on the station. Th$%e %o a& ad$&%al d%&-BZZZZZT.","Central Command Higher Dimensional Affairs", 'sound/magic/clockwork/ratvar_announce1.ogg')
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priority_announce("Gravitational anomalies detected on the station. [Gibberish("There is no additional dat", 100)]-BZZZZZT.","Central Command Higher Dimensional Affairs", 'sound/magic/clockwork/ratvar_announce1.ogg')
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sleep(80)
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sound_to_playing_players(sound('sound/magic/clockwork/ratvar_announce2.ogg'))
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send_to_playing_players("<span class='heavy_brass'><font size=5>\"COME, ALL THOSE FAITHFUL! WITNESS THE RAYS OF JUSTICE CAST UPON THE HERETICS!\"</font></span>")
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sleep(50)
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set_security_level("delta")
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SSshuttle.registerHostileEnvironment(src)
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SSshuttle.lockdown = TRUE
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sleep(250)
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@@ -182,5 +181,5 @@
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var/mob/living/L = M
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L.fire_stacks = INFINITY
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L.IgniteMob()
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sleep(50)
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sleep(50)
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SSticker.force_ending = 1
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@@ -625,7 +625,7 @@
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say_mod = "clicks"
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limbs_id = "clockgolem"
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info_text = "<span class='bold alloy'>As a </span><span class='bold brass'>Clockwork Golem</span><span class='bold alloy'>, you are faster than other types of golems, and are capable of using guns. On death, you will break down into scrap.</span>"
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species_traits = list(NOBLOOD,NO_UNDERWEAR,NOEYES,NOGENITALS,NOAROUSAL)
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species_traits = list(NOBLOOD,NO_UNDERWEAR,NOEYES,NOGENITALS,NOAROUSAL,ROBOTIC_LIMBS)
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inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
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inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOFIRE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER)
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inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
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@@ -514,7 +514,7 @@
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/mob/living/ratvar_act()
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if(status_flags & GODMODE)
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return
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if(is_servant_of_ratvar(src))
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if(stat != DEAD && !is_servant_of_ratvar(src))
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return
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if (is_eligible_servant(src))
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add_servant_of_ratvar(src)
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@@ -525,8 +525,10 @@
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adjustFireLoss(35)
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IgniteMob()
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if(iscultist(src))
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to_chat(src, "<span class='ratvar'>\"[text2ratvar("DIE, BLOODSLAVE!")]\"</span>")
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dust()
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to_chat(src, "<span class='userdanger'>You resist Ratvar's influence... but not all of it! <i>Run!</i></span>")
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adjustFireLoss(35)
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if(src && reagents)
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reagents.add_reagent(/datum/reagent/fuel/holyoil, 5)
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return FALSE
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