Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -55,7 +55,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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var/successful = FALSE
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if(can_recite() && has_requirements())
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if(slab.busy)
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invoker << "<span class='warning'>[slab] refuses to work, displaying the message: \"[slab.busy]!\"</span>"
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to_chat(invoker, "<span class='warning'>[slab] refuses to work, displaying the message: \"[slab.busy]!\"</span>")
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return FALSE
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slab.busy = "Invocation ([name]) in progress"
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if(ratvar_awakens)
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@@ -96,7 +96,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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if(!invoker || !slab || invoker.get_active_held_item() != slab)
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return FALSE
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if(!invoker.can_speak_vocal())
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invoker << "<span class='warning'>You are unable to speak the words of the scripture!</span>"
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to_chat(invoker, "<span class='warning'>You are unable to speak the words of the scripture!</span>")
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return FALSE
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return TRUE
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@@ -115,7 +115,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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failed = TRUE
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if(failed)
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component_printout += "</span>"
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invoker << component_printout
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to_chat(invoker, component_printout)
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return FALSE
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if(multiple_invokers_used && !multiple_invokers_optional && !ratvar_awakens && !slab.no_cost)
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var/nearby_servants = 0
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@@ -123,7 +123,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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if(is_servant_of_ratvar(L) && L.stat == CONSCIOUS && L.can_speak_vocal())
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nearby_servants++
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if(nearby_servants < invokers_required)
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invoker << "<span class='warning'>There aren't enough non-mute servants nearby ([nearby_servants]/[invokers_required])!</span>"
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to_chat(invoker, "<span class='warning'>There aren't enough non-mute servants nearby ([nearby_servants]/[invokers_required])!</span>")
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return FALSE
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if(!check_special_requirements())
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return FALSE
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@@ -149,7 +149,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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if(message)
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if(prob(ratvarian_prob))
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message = text2ratvar(message)
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invoker << "<span class='[get_component_span(primary_component)]_large'>\"[message]\"</span>"
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to_chat(invoker, "<span class='[get_component_span(primary_component)]_large'>\"[message]\"</span>")
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invoker << 'sound/magic/clockwork/invoke_general.ogg'
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return TRUE
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@@ -176,7 +176,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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else
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for(var/invocation in invocations)
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clockwork_say(invoker, text2ratvar(invocation), whispered)
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invoker << "<span class='brass'>You [channel_time <= 0 ? "recite" : "begin reciting"] a piece of scripture entitled \"[name]\".</span>"
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to_chat(invoker, "<span class='brass'>You [channel_time <= 0 ? "recite" : "begin reciting"] a piece of scripture entitled \"[name]\".</span>")
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if(!channel_time)
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return TRUE
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for(var/invocation in invocations)
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@@ -219,7 +219,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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/datum/clockwork_scripture/channeled/proc/chant_effects(chant_number) //The chant's periodic effects
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/datum/clockwork_scripture/channeled/proc/chant_end_effects() //The chant's effect upon ending
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invoker << "<span class='brass'>You cease your chant.</span>"
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to_chat(invoker, "<span class='brass'>You cease your chant.</span>")
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//Creates an object at the invoker's feet
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@@ -239,10 +239,10 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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/datum/clockwork_scripture/create_object/check_special_requirements()
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var/turf/T = get_turf(invoker)
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if(!space_allowed && isspaceturf(T))
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invoker << "<span class='warning'>You need solid ground to place this object!</span>"
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to_chat(invoker, "<span class='warning'>You need solid ground to place this object!</span>")
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return FALSE
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if(one_per_tile && (locate(prevent_path) in T))
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invoker << "<span class='warning'>You can only place one of this object on each tile!</span>"
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to_chat(invoker, "<span class='warning'>You can only place one of this object on each tile!</span>")
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return FALSE
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return TRUE
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@@ -250,7 +250,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
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if(creator_message && observer_message)
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invoker.visible_message(observer_message, creator_message)
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else if(creator_message)
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invoker << creator_message
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to_chat(invoker, creator_message)
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var/obj/O = new object_path (get_turf(invoker))
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O.ratvar_act() //update the new object so it gets buffed if ratvar is alive
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if(istype(O, /obj/item))
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