Tg patch branch to master (#192)
* code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Tg modern (#149) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * Tg modernization patch (#115) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * Mentor system, Tickets, and discord (#151) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * Tg modernization patch (#115) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * Vore code sync (#157) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * edgy code of the modernization (#164) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * Small fixes for dogborgs and sprite accessories: -Ported the hidden snippets of the dogborg code. -Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg) -Medihound belly fixed. -Husky body marking tweaked to not overlap arms in side view. -Added husky ears that are basically wolf ears that use secondary color instead. * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * some species and DNA tweaks * Digest already damn you * suddenly sound and resist works. wtf * Minor tweaks, cryopod noise change * Vore tested working, species working * Merge test onto bleeding edgy (#165) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * Small fixes for dogborgs and sprite accessories: -Ported the hidden snippets of the dogborg code. -Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg) -Medihound belly fixed. -Husky body marking tweaked to not overlap arms in side view. -Added husky ears that are basically wolf ears that use secondary color instead. * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * some species and DNA tweaks * Digest already damn you * suddenly sound and resist works. wtf * Minor tweaks, cryopod noise change * Vore tested working, species working * travis map updates * updates * pool's closed due to lag * datum pools are closed too * Initializing new pool's closed * Pool's closed and initializing shit is done * sprite updates * chattering is okay to do now. * bleeblin edgy 1/23 (#166) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * Small fixes for dogborgs and sprite accessories: -Ported the hidden snippets of the dogborg code. -Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg) -Medihound belly fixed. -Husky body marking tweaked to not overlap arms in side view. -Added husky ears that are basically wolf ears that use secondary color instead. * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * some species and DNA tweaks * Digest already damn you * suddenly sound and resist works. wtf * Minor tweaks, cryopod noise change * Vore tested working, species working * travis map updates * updates * pool's closed due to lag * datum pools are closed too * Initializing new pool's closed * Pool's closed and initializing shit is done * sprite updates * chattering is okay to do now. * Update .travis.yml * Update .travis.yml * Update .travis.yml * Revert "Modern modern" * Revert "Revert "Modern modern"" * fix it fix it fix it fix it * fixes title screen - thanks crow * Riding code reverted * possible tgui fix? * who the fuck even knows if this is the problem * adds moths and sharks (no colors yet, not greyscaled) adds LOOC back * "fixes" missing items in some machinery. * slight tweaks to abductor spawns borer event enabled (max 1) * Update .travis.yml * fixes shuttle purchase from comms * fixes and QoL * Polymorphing all is dangerous too * re-fixes ahelp ticket system again * metagaming check proving to be spamlicious * Fixes not being able to see devoured mob poses * fix for vehicle buckling * ahelp timer runtime fix (#178) * controller and game updates 1/29 * Defines, helpers, datums 1/29 * world.dm updates * modules/admin tweaks * everything in modules not a mob * modules/mob fixes and such No more PAIs ventcrawling * icons, maps, tools, etc. * compiler fixes * round type vote fixed * hardsuit cargo pack * reduce ion and electric storm chance * perms access for travis * fix helmet to the suit removes CE from crate * changelog * fuck * perms for travis... again * Update tgstation.dme * Update tgstation.dme * Donation race * redpanda * red panda * size play work * Size chemical basics Needs testing/refining * some fixing ports before I just fucking ported it anyway * It's been a fucking week. * commiting moar changes because github * admins.txt lol * icons * defines and such * globalvars and onclick * Controllers * datums * game folder * oh look, HoG is back * modules pt 1 * client things * more modules * everything not mob code * some mob stuff * more mob things * silicon mobs * ayylims and monkeys * human updates * huh * housekeeping is fired. * last minute fixes * more last minute things * human parts double check'd * more paper * Icons are fixed * double check of thermal protection code. (#191)
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//////////////////
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// APPLICATIONS //
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//////////////////
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//Sigil of Accession: Creates a sigil of accession, which is like a sigil of submission, but can convert any number of non-implanted targets and up to one implanted target.
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/datum/clockwork_scripture/create_object/sigil_of_accession
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descname = "Trap, Permanent Conversion"
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name = "Sigil of Accession"
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desc = "Places a luminous sigil much like a Sigil of Submission, but it will remain even after successfully converting a non-implanted target. \
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It will penetrate mindshield implants once before disappearing."
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invocations = list("Divinity, enslave...", "...all who trespass here!")
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channel_time = 70
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consumed_components = list(BELLIGERENT_EYE = 2, GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
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whispered = TRUE
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object_path = /obj/effect/clockwork/sigil/submission/accession
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prevent_path = /obj/effect/clockwork/sigil/submission
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creator_message = "<span class='brass'>A luminous sigil appears below you. All non-servants to cross it will be enslaved after a brief time if they do not move.</span>"
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usage_tip = "It will remain after converting a target, unless that target has a mindshield implant, which it will break to convert them, but consume itself in the process."
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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 = 1
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quickbind = TRUE
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quickbind_desc = "Creates a Sigil of Accession, which can convert a mindshielded non-Servant that remains on it."
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//Fellowship Armory: Arms the invoker and nearby servants with Ratvarian armor.
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/datum/clockwork_scripture/fellowship_armory
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descname = "Area Servant Armor"
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name = "Fellowship Armory"
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desc = "Equips the invoker and all visible Servants with Ratvarian armor. This armor provides high melee resistance but a weakness to lasers. \
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It grows faster to invoke with more adjacent Servants."
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invocations = list("Shield us...", "...with the...", "... fragments of Engine!")
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channel_time = 100
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consumed_components = list(VANGUARD_COGWHEEL = 2, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
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usage_tip = "This scripture will replace all weaker armor worn by affected Servants."
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tier = SCRIPTURE_APPLICATION
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multiple_invokers_used = TRUE
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multiple_invokers_optional = TRUE
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primary_component = VANGUARD_COGWHEEL
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sort_priority = 2
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quickbind = TRUE
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quickbind_desc = "Attempts to armor all nearby Servants with powerful Ratvarian armor."
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var/static/list/ratvarian_armor_typecache = typecacheof(list(
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/obj/item/clothing/suit/armor/clockwork,
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/obj/item/clothing/head/helmet/clockwork,
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/obj/item/clothing/gloves/clockwork,
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/obj/item/clothing/shoes/clockwork)) //don't replace this ever
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var/static/list/better_armor_typecache = typecacheof(list(
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/obj/item/clothing/suit/space,
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/obj/item/clothing/head/helmet/space,
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/obj/item/clothing/shoes/magboots)) //replace this only if ratvar is up
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/datum/clockwork_scripture/fellowship_armory/run_scripture()
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for(var/mob/living/L in orange(1, invoker))
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if(is_servant_of_ratvar(L) && L.stat == CONSCIOUS && L.can_speak_vocal())
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channel_time = max(channel_time - 10, 0)
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return ..()
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/datum/clockwork_scripture/fellowship_armory/scripture_effects()
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var/affected = 0
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for(var/mob/living/L in view(7, get_turf(invoker)))
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if(L.stat == DEAD || !is_servant_of_ratvar(L))
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continue
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var/do_message = 0
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var/obj/item/I = L.get_item_by_slot(slot_wear_suit)
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if(remove_item_if_better(I, L))
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do_message += L.equip_to_slot_or_del(new/obj/item/clothing/suit/armor/clockwork(null), slot_wear_suit)
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I = L.get_item_by_slot(slot_head)
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if(remove_item_if_better(I, L))
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do_message += L.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/clockwork(null), slot_head)
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I = L.get_item_by_slot(slot_gloves)
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if(remove_item_if_better(I, L))
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do_message += L.equip_to_slot_or_del(new/obj/item/clothing/gloves/clockwork(null), slot_gloves)
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I = L.get_item_by_slot(slot_shoes)
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if(remove_item_if_better(I, L))
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do_message += L.equip_to_slot_or_del(new/obj/item/clothing/shoes/clockwork(null), slot_shoes)
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if(do_message)
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L.visible_message("<span class='warning'>Strange armor appears on [L]!</span>", "<span class='heavy_brass'>A bright shimmer runs down your body, equipping you with Ratvarian armor.</span>")
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playsound(L, 'sound/magic/clockwork/fellowship_armory.ogg', 15*do_message, 1) //get sound loudness based on how much we equipped
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affected++
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return affected
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/datum/clockwork_scripture/fellowship_armory/proc/remove_item_if_better(obj/item/I, mob/user)
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if(!I)
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return TRUE
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if(is_type_in_typecache(I, ratvarian_armor_typecache))
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return FALSE
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if(!ratvar_awakens && is_type_in_typecache(I, better_armor_typecache))
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return FALSE
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return user.dropItemToGround(I)
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//Memory Allocation: Finds a willing ghost and makes them into a clockwork marauders for the invoker.
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/datum/clockwork_scripture/memory_allocation
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descname = "Guardian"
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name = "Memory Allocation"
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desc = "Allocates part of your consciousness to a Clockwork Marauder, a vigilant fighter that lives within you, able to be \
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called forth by Speaking its True Name or if you become exceptionally low on health.<br>\
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If it remains close to you, you will gradually regain health up to a low amount, but it will die if it goes too far from you."
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invocations = list("Fright's will...", "...call forth...")
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channel_time = 100
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consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 2)
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usage_tip = "Marauders 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 = 3
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/datum/clockwork_scripture/memory_allocation/check_special_requirements()
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for(var/mob/living/simple_animal/hostile/clockwork/marauder/M in all_clockwork_mobs)
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if(M.host == invoker)
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invoker << "<span class='warning'>You can only house one marauder at a time!</span>"
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return FALSE
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return TRUE
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/datum/clockwork_scripture/memory_allocation/scripture_effects()
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return create_marauder()
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/datum/clockwork_scripture/memory_allocation/proc/create_marauder()
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invoker.visible_message("<span class='warning'>A purple tendril appears from [invoker]'s [slab.name] and impales itself in [invoker.p_their()] forehead!</span>", \
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"<span class='sevtug'>A tendril flies from [slab] into your forehead. You begin waiting while it painfully rearranges your thought pattern...</span>")
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invoker.notransform = TRUE //Vulnerable during the process
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slab.busy = "Thought Modification in progress"
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if(!do_after(invoker, 50, target = invoker))
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invoker.visible_message("<span class='warning'>The tendril, covered in blood, retracts from [invoker]'s head and back into the [slab.name]!</span>", \
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"<span class='userdanger'>Total agony overcomes you as the tendril is forced out early!</span>")
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invoker.notransform = FALSE
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invoker.Stun(5)
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invoker.Weaken(5)
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invoker.apply_damage(10, BRUTE, "head")
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slab.busy = null
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return FALSE
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clockwork_say(invoker, text2ratvar("...the mind made..."))
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invoker.notransform = FALSE
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slab.busy = "Marauder Selection in progress"
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if(!check_special_requirements())
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return FALSE
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invoker << "<span class='warning'>The tendril shivers slightly as it selects a marauder...</span>"
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var/list/marauder_candidates = pollCandidates("Do you want to play as the clockwork marauder of [invoker.real_name]?", ROLE_SERVANT_OF_RATVAR, null, FALSE, 50)
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if(!check_special_requirements())
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return FALSE
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if(!marauder_candidates.len)
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invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
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"<span class='warning'>The tendril was unsuccessful! Perhaps you should try again another time.</span>")
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return FALSE
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clockwork_say(invoker, text2ratvar("...sword and shield!"))
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var/mob/dead/observer/theghost = pick(marauder_candidates)
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var/mob/living/simple_animal/hostile/clockwork/marauder/M = new(invoker)
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M.key = theghost.key
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M.bind_to_host(invoker)
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invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
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"<span class='sevtug'>[M.true_name], a clockwork marauder, has taken up residence in your mind. Communicate with it via the \"Linked Minds\" action button.</span>")
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return TRUE
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//Anima Fragment: Creates an empty anima fragment, which produces an anima fragment that moves at extreme speed and does high damage.
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/datum/clockwork_scripture/create_object/anima_fragment
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descname = "Fast Soul Vessel Shell"
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name = "Anima Fragment"
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desc = "Creates a large shell fitted for soul vessels. Adding an active soul vessel to it results in a powerful construct with decent health, notable melee power, \
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and exceptional speed, though taking damage will temporarily slow it down."
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invocations = list("Call forth...", "...the soldiers of Armorer.")
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channel_time = 80
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consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, REPLICANT_ALLOY = 2)
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object_path = /obj/structure/destructible/clockwork/shell/fragment
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creator_message = "<span class='brass'>You form an anima fragment, a powerful soul vessel receptable.</span>"
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observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that expands and forms into a strange shell!</span>"
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usage_tip = "Useless without a soul vessel and should not be created without one."
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tier = SCRIPTURE_APPLICATION
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primary_component = REPLICANT_ALLOY
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sort_priority = 4
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quickbind = TRUE
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quickbind_desc = "Creates a Fragment Shell, which produces an Anima Fragment when filled with a Soul Vessel."
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//Sigil of Transmission: Creates a sigil of transmission that can store power for clockwork structures.
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/datum/clockwork_scripture/create_object/sigil_of_transmission
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descname = "Structure Battery"
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name = "Sigil of Transmission"
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desc = "Scribes a sigil beneath the invoker which stores power to power clockwork structures."
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invocations = list("Divinity...", "...power our creations!")
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channel_time = 70
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consumed_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
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whispered = TRUE
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object_path = /obj/effect/clockwork/sigil/transmission
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creator_message = "<span class='brass'>A sigil silently appears below you. It will automatically power clockwork structures adjecent to it.</span>"
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usage_tip = "Cyborgs can charge from this sigil by remaining over it for 5 seconds."
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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 = 5
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quickbind = TRUE
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quickbind_desc = "Creates a Sigil of Transmission, which stores power for clockwork structures."
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//Interdiction Lens: Creates a powerful totem that disables radios and cameras and drains power into nearby sigils of transmission.
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/datum/clockwork_scripture/create_object/interdiction_lens
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descname = "Structure, Disables Machinery"
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name = "Interdiction Lens"
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desc = "Creates a clockwork totem that sabotages nearby machinery and funnels drained power into nearby Sigils of Transmission or the area's APC."
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invocations = list("May this totem...", "...shroud the false suns!")
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channel_time = 80
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consumed_components = list(BELLIGERENT_EYE = 3, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
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object_path = /obj/structure/destructible/clockwork/powered/interdiction_lens
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creator_message = "<span class='brass'>You form an interdiction lens, which disrupts cameras and radios and drains power.</span>"
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observer_message = "<span class='warning'>A brass totem rises from the ground, a purple gem appearing in its center!</span>"
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invokers_required = 2
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multiple_invokers_used = TRUE
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usage_tip = "If it fails to funnel power into a nearby Sigil of Transmission or the area's APC and fails to disable even one thing, it will disable itself for two minutes."
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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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quickbind = TRUE
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quickbind_desc = "Creates an Interdiction Lens, which drains power into nearby Sigils of Transmission."
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|
||||
//Mending Motor: Creates a prism that will quickly heal mechanical servants/clockwork structures and consume power or replicant alloy.
|
||||
/datum/clockwork_scripture/create_object/mending_motor
|
||||
descname = "Structure, Repairs Other Structures"
|
||||
name = "Mending Motor"
|
||||
desc = "Creates a mechanized prism that will rapidly repair damage to clockwork creatures, converted cyborgs, and clockwork structures. Requires power to function."
|
||||
invocations = list("May this prism...", "...mend our dents and scratches!")
|
||||
channel_time = 80
|
||||
consumed_components = list(VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1)
|
||||
object_path = /obj/structure/destructible/clockwork/powered/mending_motor
|
||||
creator_message = "<span class='brass'>You form a mending motor, which will consume power to mend constructs and structures.</span>"
|
||||
observer_message = "<span class='warning'>An onyx prism forms in midair and sprouts tendrils to support itself!</span>"
|
||||
invokers_required = 2
|
||||
multiple_invokers_used = TRUE
|
||||
usage_tip = "Powerful healing but power use is somewhat inefficient, though much better than a proselytizer."
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
one_per_tile = TRUE
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 7
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Mending Motor, which rapidly repairs constructs and structures at a power cost."
|
||||
|
||||
|
||||
//Mania Motor: Creates a malevolent transmitter that will broadcast the whispers of Sevtug into the minds of nearby nonservants, causing a variety of mental effects at a power cost.
|
||||
/datum/clockwork_scripture/create_object/mania_motor
|
||||
descname = "Structure, Area Denial"
|
||||
name = "Mania Motor"
|
||||
desc = "Creates a mania motor which will cause brain damage and hallucinations in nearby non-servant humans. It will also try to convert humans directly adjecent to the motor."
|
||||
invocations = list("May this transmitter...", "...break the will of all who oppose us!")
|
||||
channel_time = 80
|
||||
consumed_components = list(GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
|
||||
object_path = /obj/structure/destructible/clockwork/powered/mania_motor
|
||||
creator_message = "<span class='brass'>You form a mania motor which will cause brain damage and hallucinations in nearby humans while active.</span>"
|
||||
observer_message = "<span class='warning'>A two-pronged machine rises from the ground!</span>"
|
||||
invokers_required = 2
|
||||
multiple_invokers_used = TRUE
|
||||
usage_tip = "Eligible human servants next to the motor will be converted at an additional power cost. It will also cure hallucinations and brain damage in nearby servants."
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
one_per_tile = TRUE
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 8
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Mania Motor, which can convert adjacent non-Servants with power."
|
||||
|
||||
|
||||
//Tinkerer's Daemon: Creates an efficient machine that rapidly produces components at a power cost.
|
||||
/datum/clockwork_scripture/create_object/tinkerers_daemon
|
||||
descname = "Structure, Component Generator"
|
||||
name = "Tinkerer's Daemon"
|
||||
desc = "Creates a tinkerer's daemon which can rapidly collect components. It will only function if it has sufficient power, is outnumbered by servants by a ratio of 5:1, and there is at least one existing cache."
|
||||
invocations = list("May this generator...", "...collect Engine parts that yet hold greatness!")
|
||||
channel_time = 80
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 3)
|
||||
object_path = /obj/structure/destructible/clockwork/powered/tinkerers_daemon
|
||||
creator_message = "<span class='brass'>You form a tinkerer's daemon which can rapidly collect components at a power cost.</span>"
|
||||
invokers_required = 2
|
||||
multiple_invokers_used = TRUE
|
||||
usage_tip = "Vital to your success!"
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
one_per_tile = TRUE
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 9
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Tinkerer's Daemon, which can rapidly collect components for power."
|
||||
|
||||
/datum/clockwork_scripture/create_object/tinkerers_daemon/check_special_requirements()
|
||||
var/servants = 0
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(is_servant_of_ratvar(L))
|
||||
servants++
|
||||
if(servants * 0.2 < clockwork_daemons)
|
||||
invoker << "<span class='nezbere'>\"Daemons are already disabled, making more of them would be a waste.\"</span>"
|
||||
return FALSE
|
||||
if(servants * 0.2 < clockwork_daemons+1)
|
||||
invoker << "<span class='nezbere'>\"This daemon would be useless, friend.\"</span>"
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
|
||||
//Clockwork Obelisk: Creates a powerful obelisk that can be used to broadcast messages or open a gateway to any servant or clockwork obelisk at a power cost.
|
||||
/datum/clockwork_scripture/create_object/clockwork_obelisk
|
||||
descname = "Structure, Teleportation Hub"
|
||||
name = "Clockwork Obelisk"
|
||||
desc = "Creates a clockwork obelisk that can broadcast messages over the Hierophant Network or open a Spatial Gateway to any living servant or clockwork obelisk."
|
||||
invocations = list("May this obelisk...", "...take us to all places!")
|
||||
channel_time = 80
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1, HIEROPHANT_ANSIBLE = 3)
|
||||
object_path = /obj/structure/destructible/clockwork/powered/clockwork_obelisk
|
||||
creator_message = "<span class='brass'>You form a clockwork obelisk which can broadcast messages or produce Spatial Gateways.</span>"
|
||||
observer_message = "<span class='warning'>A brass obelisk appears handing in midair!</span>"
|
||||
invokers_required = 2
|
||||
multiple_invokers_used = TRUE
|
||||
usage_tip = "Producing a gateway has a high power cost. Gateways to or between clockwork obelisks recieve double duration and uses."
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
one_per_tile = TRUE
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 10
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Clockwork Obelisk, which can send messages or open Spatial Gateways with power."
|
||||
@@ -0,0 +1,42 @@
|
||||
/////////////////
|
||||
// CYBORG ONLY //
|
||||
/////////////////
|
||||
|
||||
//Linked Vanguard: grants Vanguard to the invoker and a target
|
||||
/datum/clockwork_scripture/ranged_ability/linked_vanguard
|
||||
name = "Linked Vanguard"
|
||||
invocations = list("Shield us...", "...from darkness!")
|
||||
channel_time = 30
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
quickbind_desc = "Allows you to grant a Servant and yourself stun immunity, as the Vanguard scripture.<br><b>Click your slab to disable.</b>"
|
||||
slab_icon = "vanguard"
|
||||
ranged_type = /obj/effect/proc_holder/slab/vanguard
|
||||
ranged_message = "<span class='inathneq_small'><i>You charge the clockwork slab with defensive strength.</i>\n\
|
||||
<b>Left-click a fellow Servant or yourself to grant Vanguard!\n\
|
||||
Click your slab to cancel.</b></span>"
|
||||
timeout_time = 50
|
||||
|
||||
/datum/clockwork_scripture/ranged_ability/linked_vanguard/check_special_requirements()
|
||||
if(islist(invoker.stun_absorption) && invoker.stun_absorption["vanguard"] && invoker.stun_absorption["vanguard"]["end_time"] > world.time)
|
||||
invoker << "<span class='warning'>You are already shielded by a Vanguard!</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
//Judicial Marker: places a judicial marker at a target location
|
||||
/datum/clockwork_scripture/ranged_ability/judicial_marker
|
||||
name = "Judicial Marker"
|
||||
invocations = list("May heathens...", "...kneel under our force!")
|
||||
channel_time = 30
|
||||
primary_component = BELLIGERENT_EYE
|
||||
quickbind_desc = "Allows you to place a Judicial Marker to stun and damage a target location.<br><b>Click your slab to disable.</b>"
|
||||
slab_icon = "judicial"
|
||||
ranged_type = /obj/effect/proc_holder/slab/judicial
|
||||
ranged_message = "<span class='neovgre_small'><i>You charge the clockwork slab with judicial force.</i>\n\
|
||||
<b>Left-click a target to place a Judicial Marker!\n\
|
||||
Click your slab to cancel.</b></span>"
|
||||
timeout_time = 50
|
||||
|
||||
//Volt Void, but with a different quickbind desc
|
||||
/datum/clockwork_scripture/channeled/volt_void/cyborg
|
||||
quickbind_desc = "Allows you to fire energy rays at target locations using your own power. Failing to fire causes backlash.<br><b>Maximum 4 chants.</b>"
|
||||
tier = SCRIPTURE_PERIPHERAL
|
||||
@@ -0,0 +1,316 @@
|
||||
/////////////
|
||||
// DRIVERS //
|
||||
/////////////
|
||||
|
||||
//Belligerent: Channeled for up to fifteen times over thirty seconds. Forces non-servants that can hear the chant to walk, doing minor damage. Nar-Sian cultists are burned.
|
||||
/datum/clockwork_scripture/channeled/belligerent
|
||||
descname = "Channeled, Area Slowdown"
|
||||
name = "Belligerent"
|
||||
desc = "Forces all nearby non-servants to walk rather than run, doing minor damage. Chanted every two seconds for up to thirty seconds."
|
||||
chant_invocations = list("Punish their blindness!", "Take time, make slow!")
|
||||
chant_amount = 15
|
||||
chant_interval = 20
|
||||
channel_time = 20
|
||||
usage_tip = "Useful for crowd control in a populated area and disrupting mass movement."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 1
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Forces nearby non-Servants to walk, doing minor damage with each chant.<br><b>Maximum 15 chants.</b>"
|
||||
var/noncultist_damage = 2 //damage per chant to noncultists
|
||||
var/cultist_damage = 8 //damage per chant to non-walking cultists
|
||||
|
||||
/datum/clockwork_scripture/channeled/belligerent/chant_effects(chant_number)
|
||||
for(var/mob/living/carbon/C in hearers(7, invoker))
|
||||
var/number_legs = C.get_num_legs()
|
||||
if(!is_servant_of_ratvar(C) && !C.null_rod_check() && number_legs) //you have legs right
|
||||
C.apply_damage(noncultist_damage * 0.5, BURN, "l_leg")
|
||||
C.apply_damage(noncultist_damage * 0.5, BURN, "r_leg")
|
||||
if(C.m_intent != MOVE_INTENT_WALK)
|
||||
if(!iscultist(C))
|
||||
C << "<span class='warning'>Your leg[number_legs > 1 ? "s shiver":" shivers"] with pain!</span>"
|
||||
else //Cultists take extra burn damage
|
||||
C << "<span class='warning'>Your leg[number_legs > 1 ? "s burn":" burns"] with pain!</span>"
|
||||
C.apply_damage(cultist_damage * 0.5, BURN, "l_leg")
|
||||
C.apply_damage(cultist_damage * 0.5, BURN, "r_leg")
|
||||
C.toggle_move_intent()
|
||||
return TRUE
|
||||
|
||||
|
||||
//Judicial Visor: Creates a judicial visor, which can smite an area.
|
||||
/datum/clockwork_scripture/create_object/judicial_visor
|
||||
descname = "Delayed Area Stun Glasses"
|
||||
name = "Judicial Visor"
|
||||
desc = "Forms a visor that, when worn, will grant the ability to smite an area, stunning, muting, and damaging non-Servants. \
|
||||
Cultists of Nar-Sie will be set on fire, though they will be stunned for half the time."
|
||||
invocations = list("Grant me the flames of Engine!")
|
||||
channel_time = 10
|
||||
consumed_components = list(BELLIGERENT_EYE = 1)
|
||||
whispered = TRUE
|
||||
object_path = /obj/item/clothing/glasses/judicial_visor
|
||||
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting the unworthy.</span>"
|
||||
usage_tip = "The visor has a thirty-second cooldown once used, and the marker it creates has a delay of 3 seconds before exploding."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
space_allowed = TRUE
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 2
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Judicial Visor, which can create a Judicial Marker at an area, stunning, muting, and damaging non-Servants after a delay."
|
||||
|
||||
|
||||
//Vanguard: Provides twenty seconds of stun immunity. At the end of the twenty seconds, 25% of all stuns absorbed are applied to the invoker.
|
||||
/datum/clockwork_scripture/vanguard
|
||||
descname = "Self Stun Immunity"
|
||||
name = "Vanguard"
|
||||
desc = "Provides twenty seconds of stun immunity. At the end of the twenty seconds, the invoker is stunned for the equivalent of 25% of all stuns they absorbed. \
|
||||
Excessive absorption will cause unconsciousness."
|
||||
invocations = list("Shield me...", "...from darkness!")
|
||||
channel_time = 30
|
||||
usage_tip = "You cannot reactivate Vanguard while still shielded by it."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 3
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to temporarily absorb stuns. All stuns absorbed will affect you when disabled."
|
||||
|
||||
/datum/clockwork_scripture/vanguard/check_special_requirements()
|
||||
if(islist(invoker.stun_absorption) && invoker.stun_absorption["vanguard"] && invoker.stun_absorption["vanguard"]["end_time"] > world.time)
|
||||
invoker << "<span class='warning'>You are already shielded by a Vanguard!</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/vanguard/scripture_effects()
|
||||
invoker.apply_status_effect(STATUS_EFFECT_VANGUARD)
|
||||
return TRUE
|
||||
|
||||
|
||||
//Sentinel's Compromise: Allows the invoker to select a nearby servant and convert their brute, burn, and oxygen damage into half as much toxin damage.
|
||||
/datum/clockwork_scripture/ranged_ability/sentinels_compromise
|
||||
descname = "Convert Brute/Burn/Oxygen to Half Toxin"
|
||||
name = "Sentinel's Compromise"
|
||||
desc = "Charges your slab with healing power, allowing you to convert all of a target Servant's brute, burn, and oxygen damage to half as much toxin damage."
|
||||
invocations = list("Mend the wounds of...", "...my inferior flesh.")
|
||||
channel_time = 30
|
||||
consumed_components = list(VANGUARD_COGWHEEL = 1)
|
||||
usage_tip = "The Compromise is very fast to invoke, and will remove holy water from the target Servant."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 4
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to convert a Servant's brute, burn, and oxygen damage to half toxin damage.<br><b>Click your slab to disable.</b>"
|
||||
slab_icon = "compromise"
|
||||
ranged_type = /obj/effect/proc_holder/slab/compromise
|
||||
ranged_message = "<span class='inathneq_small'><i>You charge the clockwork slab with healing power.</i>\n\
|
||||
<b>Left-click a fellow Servant or yourself to heal!\n\
|
||||
Click your slab to cancel.</b></span>"
|
||||
|
||||
|
||||
//Geis: Grants a short-range binding that will immediately start chanting on binding a valid target.
|
||||
/datum/clockwork_scripture/ranged_ability/geis_prep
|
||||
descname = "Melee Convert Attack"
|
||||
name = "Geis"
|
||||
desc = "Charges your slab with divine energy, allowing you to bind a nearby heretic for conversion. This is very obvious and will make your slab visible in-hand."
|
||||
invocations = list("Divinity, grant...", "...me strength...", "...to enlighten...", "...the heathen!")
|
||||
whispered = TRUE
|
||||
channel_time = 20
|
||||
usage_tip = "Is melee range and does not penetrate mindshield implants. Much more efficient than a Sigil of Submission at low Servant amounts."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 5
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to bind and start converting an adjacent target non-Servant.<br><b>Click your slab to disable.</b>"
|
||||
slab_icon = "geis"
|
||||
ranged_type = /obj/effect/proc_holder/slab/geis
|
||||
ranged_message = "<span class='sevtug_small'><i>You charge the clockwork slab with divine energy.</i>\n\
|
||||
<b>Left-click a target within melee range to convert!\n\
|
||||
Click your slab to cancel.</b></span>"
|
||||
timeout_time = 100
|
||||
|
||||
/datum/clockwork_scripture/ranged_ability/geis_prep/run_scripture()
|
||||
var/servants = 0
|
||||
if(!ratvar_awakens)
|
||||
for(var/mob/living/M in all_clockwork_mobs)
|
||||
if(ishuman(M) || issilicon(M))
|
||||
servants++
|
||||
if(servants > SCRIPT_SERVANT_REQ)
|
||||
whispered = FALSE
|
||||
servants -= SCRIPT_SERVANT_REQ
|
||||
channel_time = min(channel_time + servants*3, 50)
|
||||
return ..()
|
||||
|
||||
//The scripture that does the converting.
|
||||
/datum/clockwork_scripture/geis
|
||||
name = "Geis Conversion"
|
||||
invocations = list("Enlighten this heathen!", "All are insects before Engine!", "Purge all untruths and honor Engine.")
|
||||
channel_time = 49
|
||||
tier = SCRIPTURE_PERIPHERAL
|
||||
var/mob/living/target
|
||||
var/obj/structure/destructible/clockwork/geis_binding/binding
|
||||
|
||||
/datum/clockwork_scripture/geis/Destroy()
|
||||
if(binding && !qdeleted(binding))
|
||||
qdel(binding)
|
||||
return ..()
|
||||
|
||||
/datum/clockwork_scripture/geis/can_recite()
|
||||
if(!target)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/clockwork_scripture/geis/run_scripture()
|
||||
var/servants = 0
|
||||
if(!ratvar_awakens)
|
||||
for(var/mob/living/M in all_clockwork_mobs)
|
||||
if(ishuman(M) || issilicon(M))
|
||||
servants++
|
||||
if(target.buckled)
|
||||
target.buckled.unbuckle_mob(target, TRUE)
|
||||
binding = new(get_turf(target))
|
||||
if(servants > SCRIPT_SERVANT_REQ)
|
||||
servants -= SCRIPT_SERVANT_REQ
|
||||
channel_time = min(channel_time + servants*7, 120)
|
||||
binding.can_resist = TRUE
|
||||
binding.setDir(target.dir)
|
||||
binding.buckle_mob(target, TRUE)
|
||||
return ..()
|
||||
|
||||
/datum/clockwork_scripture/geis/check_special_requirements()
|
||||
return target && binding && target.buckled == binding && !is_servant_of_ratvar(target) && target.stat != DEAD
|
||||
|
||||
/datum/clockwork_scripture/geis/scripture_effects()
|
||||
return add_servant_of_ratvar(target)
|
||||
|
||||
|
||||
//Taunting Tirade: Channeled for up to five times over thirty seconds. Confuses non-servants that can hear it and allows movement for a brief time after each chant.
|
||||
/datum/clockwork_scripture/channeled/taunting_tirade
|
||||
descname = "Channeled, Mobile Area Confusion"
|
||||
name = "Taunting Tirade"
|
||||
desc = "Weakens, confuses and dizzies all nearby non-servants with a short invocation, then allows movement for five seconds. Chanted every second for up to thirty seconds."
|
||||
chant_invocations = list("Hostiles on my back!", "Enemies on my trail!", "Gonna try and shake my tail.", "Bogeys on my six!")
|
||||
chant_amount = 5
|
||||
chant_interval = 10
|
||||
consumed_components = list(GEIS_CAPACITOR = 1)
|
||||
usage_tip = "Useful for fleeing attackers, as few will be able to follow someone using this scripture."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 6
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Weakens, confuses, and dizzies nearby non-servants, then allows some movement.<br><b>Maximum 5 chants.</b>"
|
||||
var/flee_time = 47 //allow fleeing for 5 seconds
|
||||
var/grace_period = 3 //very short grace period so you don't have to stop immediately
|
||||
var/datum/progressbar/progbar
|
||||
|
||||
/datum/clockwork_scripture/channeled/taunting_tirade/chant_effects(chant_number)
|
||||
for(var/mob/living/L in hearers(7, invoker))
|
||||
if(!is_servant_of_ratvar(L) && !L.null_rod_check())
|
||||
L.confused = min(L.confused + 20, 100)
|
||||
L.dizziness = min(L.dizziness + 20, 100)
|
||||
L.Weaken(1)
|
||||
invoker.visible_message("<span class='warning'>[invoker] is suddenly covered with a thin layer of purple smoke!</span>")
|
||||
var/invoker_old_color = invoker.color
|
||||
invoker.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
|
||||
animate(invoker, color = invoker_old_color, time = flee_time+grace_period)
|
||||
addtimer(CALLBACK(invoker, /atom/proc/update_atom_colour), flee_time+grace_period)
|
||||
if(chant_number != chant_amount) //if this is the last chant, we don't have a movement period because the chant is over
|
||||
var/endtime = world.time + flee_time
|
||||
var/starttime = world.time
|
||||
progbar = new(invoker, flee_time, invoker)
|
||||
progbar.bar.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
|
||||
animate(progbar.bar, color = initial(progbar.bar.color), time = flee_time+grace_period)
|
||||
while(world.time < endtime && can_recite())
|
||||
sleep(1)
|
||||
progbar.update(world.time - starttime)
|
||||
qdel(progbar)
|
||||
if(can_recite())
|
||||
sleep(grace_period)
|
||||
else
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/channeled/taunting_tirade/chant_end_effects()
|
||||
qdel(progbar)
|
||||
|
||||
|
||||
//Replicant: Creates a new clockwork slab.
|
||||
/datum/clockwork_scripture/create_object/replicant
|
||||
descname = "New Clockwork Slab"
|
||||
name = "Replicant"
|
||||
desc = "Creates a new clockwork slab."
|
||||
invocations = list("Metal, become greater!")
|
||||
channel_time = 10
|
||||
whispered = TRUE
|
||||
object_path = /obj/item/clockwork/slab
|
||||
creator_message = "<span class='brass'>You copy a piece of replicant alloy and command it into a new slab.</span>"
|
||||
usage_tip = "This is inefficient as a way to produce components, as the slab produced must be held by someone with no other slabs to produce components."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
space_allowed = TRUE
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 7
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a new Clockwork Slab."
|
||||
|
||||
|
||||
//Tinkerer's Cache: Creates a tinkerer's cache, allowing global component storage.
|
||||
/datum/clockwork_scripture/create_object/tinkerers_cache
|
||||
descname = "Necessary Structure, Shares Components"
|
||||
name = "Tinkerer's Cache"
|
||||
desc = "Forms a cache that can store an infinite amount of components. All caches are linked and will provide components to slabs."
|
||||
invocations = list("Constructing...", "...a cache!")
|
||||
channel_time = 50
|
||||
consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
|
||||
object_path = /obj/structure/destructible/clockwork/cache
|
||||
creator_message = "<span class='brass'>You form a tinkerer's cache, which is capable of storing components, which will automatically be used by slabs.</span>"
|
||||
observer_message = "<span class='warning'>A hollow brass spire rises and begins to blaze!</span>"
|
||||
usage_tip = "Slabs will draw components from the global cache after the slab's own repositories, making caches very efficient."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
one_per_tile = TRUE
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 8
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Tinkerer's Cache, which stores components globally for slab access."
|
||||
|
||||
/datum/clockwork_scripture/create_object/tinkerers_cache/creation_update()
|
||||
var/cache_cost_increase = min(round(clockwork_caches*0.25), 5)
|
||||
consumed_components = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 0)
|
||||
for(var/i in consumed_components)
|
||||
if(i != REPLICANT_ALLOY)
|
||||
consumed_components[i] += cache_cost_increase
|
||||
|
||||
|
||||
//Wraith Spectacles: Creates a pair of wraith spectacles, which grant xray vision but damage vision slowly.
|
||||
/datum/clockwork_scripture/create_object/wraith_spectacles
|
||||
descname = "Xray Vision Glasses"
|
||||
name = "Wraith Spectacles"
|
||||
desc = "Fabricates a pair of glasses that provides true sight but quickly damage vision, eventually causing blindness if worn for too long."
|
||||
invocations = list("Show the truth of this world to me!")
|
||||
channel_time = 10
|
||||
whispered = TRUE
|
||||
object_path = /obj/item/clothing/glasses/wraith_spectacles
|
||||
creator_message = "<span class='brass'>You form a pair of wraith spectacles, which will grant true sight when worn.</span>"
|
||||
usage_tip = "\"True sight\" means that you are able to see through walls and in darkness."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
space_allowed = TRUE
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 9
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a pair of Wraith Spectacles, which grant true sight but cause gradual vision loss."
|
||||
|
||||
|
||||
//Sigil of Transgression: Creates a sigil of transgression, which stuns the first nonservant to cross it.
|
||||
/datum/clockwork_scripture/create_object/sigil_of_transgression
|
||||
descname = "Trap, Stunning"
|
||||
name = "Sigil of Transgression"
|
||||
desc = "Wards a tile with a sigil. The next person to cross the sigil will be smitten and unable to move. Nar-Sian cultists are stunned altogether."
|
||||
invocations = list("Divinity, dazzle...", "...those who tresspass here!")
|
||||
channel_time = 50
|
||||
consumed_components = list(HIEROPHANT_ANSIBLE = 1)
|
||||
whispered = TRUE
|
||||
object_path = /obj/effect/clockwork/sigil/transgression
|
||||
creator_message = "<span class='brass'>A sigil silently appears below you. The next non-servant to cross it will be immobilized.</span>"
|
||||
usage_tip = "The sigil, while fairly powerful in its stun, does not induce muteness in its victim."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
one_per_tile = TRUE
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 10
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Sigil of Transgression, which will stun the first non-Servant to cross it."
|
||||
@@ -0,0 +1,57 @@
|
||||
///////////////
|
||||
// JUDGEMENT //
|
||||
///////////////
|
||||
|
||||
//Ark of the Clockwork Justiciar: Creates a Gateway to the Celestial Derelict, either summoning ratvar or proselytizing everything.
|
||||
/datum/clockwork_scripture/ark_of_the_clockwork_justiciar
|
||||
descname = "Structure, Win Condition"
|
||||
name = "Ark of the Clockwork Justiciar"
|
||||
desc = "Tears apart a rift in spacetime to Reebe, the Celestial Derelict.\n\
|
||||
This gateway will either call forth Ratvar from his exile if that is the task He has set you, or proselytize the entire station if it is not."
|
||||
invocations = list("ARMORER! FRIGHT! AMPERAGE! VANGUARD! I CALL UPON YOU!!", \
|
||||
"THE TIME HAS COME FOR OUR MASTER TO BREAK THE CHAINS OF EXILE!!", \
|
||||
"LEND US YOUR AID! ENGINE COMES!!")
|
||||
channel_time = 150
|
||||
consumed_components = list(BELLIGERENT_EYE = 10, VANGUARD_COGWHEEL = 10, GEIS_CAPACITOR = 10, REPLICANT_ALLOY = 10, HIEROPHANT_ANSIBLE = 10)
|
||||
invokers_required = 5
|
||||
multiple_invokers_used = TRUE
|
||||
usage_tip = "The gateway is completely vulnerable to attack during its five-minute duration. It will periodically give indication of its general position to everyone on the station \
|
||||
as well as being loud enough to be heard throughout the entire sector. Defend it with your life!"
|
||||
tier = SCRIPTURE_JUDGEMENT
|
||||
sort_priority = 1
|
||||
|
||||
/datum/clockwork_scripture/ark_of_the_clockwork_justiciar/New()
|
||||
if(ticker && ticker.mode && ticker.mode.clockwork_objective != CLOCKCULT_GATEWAY)
|
||||
invocations = list("ARMORER! FRIGHT! AMPERAGE! VANGUARD! I CALL UPON YOU!!", \
|
||||
"THIS STATION WILL BE A BEACON OF HOPE IN THE DARKNESS OF SPACE!!", \
|
||||
"HELP US MAKE THIS SHOW ENGINE'S GLORY!!")
|
||||
..()
|
||||
|
||||
/datum/clockwork_scripture/ark_of_the_clockwork_justiciar/check_special_requirements()
|
||||
if(!slab.no_cost)
|
||||
if(ratvar_awakens)
|
||||
invoker << "<span class='big_brass'>\"I am already here, idiot.\"</span>"
|
||||
return FALSE
|
||||
for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in all_clockwork_objects)
|
||||
var/area/gate_area = get_area(G)
|
||||
invoker << "<span class='userdanger'>There is already a gateway at [gate_area.map_name]!</span>"
|
||||
return FALSE
|
||||
var/area/A = get_area(invoker)
|
||||
var/turf/T = get_turf(invoker)
|
||||
if(!T || T.z != ZLEVEL_STATION || istype(A, /area/shuttle) || !A.blob_allowed)
|
||||
invoker << "<span class='warning'>You must be on the station to activate the Ark!</span>"
|
||||
return FALSE
|
||||
if(clockwork_gateway_activated)
|
||||
if(ticker && ticker.mode && ticker.mode.clockwork_objective != CLOCKCULT_GATEWAY)
|
||||
invoker << "<span class='nezbere'>\"Look upon his works. Is it not glorious?\"</span>"
|
||||
else
|
||||
invoker << "<span class='warning'>Ratvar's recent banishment renders him too weak to be wrung forth from Reebe!</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/ark_of_the_clockwork_justiciar/scripture_effects()
|
||||
var/turf/T = get_turf(invoker)
|
||||
if(T)
|
||||
new/obj/structure/destructible/clockwork/massive/celestial_gateway(T)
|
||||
return TRUE
|
||||
return FALSE
|
||||
@@ -0,0 +1,227 @@
|
||||
//////////////
|
||||
// REVENANT //
|
||||
//////////////
|
||||
|
||||
//Invoke Inath-neq, the Resonant Cogwheel: Grants invulnerability and stun immunity to everyone nearby for 15 seconds.
|
||||
/datum/clockwork_scripture/invoke_inathneq
|
||||
descname = "Area Invulnerability"
|
||||
name = "Invoke Inath-neq, the Resonant Cogwheel"
|
||||
desc = "Taps the limitless power of Inath-neq, one of Ratvar's four generals. The benevolence of Inath-Neq will grant complete invulnerability to all servants in range for fifteen seconds."
|
||||
invocations = list("I call upon you, Vanguard!!", "Let the Resonant Cogs turn once more!!", "Grant me and my allies the strength to vanquish our foes!!")
|
||||
channel_time = 100
|
||||
consumed_components = list(VANGUARD_COGWHEEL = 6, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 3)
|
||||
usage_tip = "Those affected by this scripture are only weak to things that outright destroy bodies, such as bombs or the singularity."
|
||||
tier = SCRIPTURE_REVENANT
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 2
|
||||
|
||||
/datum/clockwork_scripture/invoke_inathneq/check_special_requirements()
|
||||
if(!slab.no_cost && clockwork_generals_invoked["inath-neq"] > world.time)
|
||||
invoker << "<span class='inathneq'>\"[text2ratvar("I cannot lend you my aid yet, champion. Please be careful.")]\"</span>\n\
|
||||
<span class='warning'>Inath-neq has already been invoked recently! You must wait several minutes before calling upon the Resonant Cogwheel.</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/invoke_inathneq/scripture_effects()
|
||||
new/obj/effect/clockwork/general_marker/inathneq(get_turf(invoker))
|
||||
hierophant_message("<span class='inathneq_large'>[text2ratvar("Vanguard: \"I lend you my aid, champions! Let glory guide your blows!")]\"</span>", FALSE, invoker)
|
||||
clockwork_generals_invoked["inath-neq"] = world.time + CLOCKWORK_GENERAL_COOLDOWN
|
||||
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
|
||||
if(invoker.real_name == "Lucio")
|
||||
clockwork_say(invoker, text2ratvar("Aww, let's break it DOWN!!"))
|
||||
for(var/mob/living/L in range(7, invoker))
|
||||
if(!is_servant_of_ratvar(L) || L.stat == DEAD)
|
||||
continue
|
||||
L.apply_status_effect(STATUS_EFFECT_INATHNEQS_ENDOWMENT)
|
||||
return TRUE
|
||||
|
||||
|
||||
//Invoke Sevtug, the Formless Pariah: Causes massive global hallucinations, braindamage, confusion, and dizziness to all humans on the same zlevel.
|
||||
/datum/clockwork_scripture/invoke_sevtug
|
||||
descname = "Global Hallucination"
|
||||
name = "Invoke Sevtug, the Formless Pariah"
|
||||
desc = "Taps the limitless power of Sevtug, one of Ratvar's four generals. The mental manipulation ability of the Pariah allows its wielder to cause mass hallucinations and confusion \
|
||||
for all non-servant humans on the same z-level as them. The power of this scripture falls off somewhat with distance, and certain things may reduce its effects."
|
||||
invocations = list("I call upon you, Fright!!", "Let your power shatter the sanity of the weak-minded!!", "Let your tendrils hold sway over all!!")
|
||||
channel_time = 150
|
||||
consumed_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 6, HIEROPHANT_ANSIBLE = 3)
|
||||
usage_tip = "Causes brain damage, hallucinations, confusion, and dizziness in massive amounts."
|
||||
tier = SCRIPTURE_REVENANT
|
||||
sort_priority = 3
|
||||
primary_component = GEIS_CAPACITOR
|
||||
invokers_required = 3
|
||||
multiple_invokers_used = TRUE
|
||||
var/static/list/mindbreaksayings = list("\"Oh, great. I get to shatter some minds.\"", "\"More minds to crush.\"", \
|
||||
"\"Really, this is almost boring.\"", "\"None of these minds have anything interesting in them.\"", "\"Maybe I can instill a little bit of terror in this one.\"", \
|
||||
"\"What a waste of my power.\"", "\"I'm sure I could just control these minds instead, but they never ask.\"")
|
||||
|
||||
/datum/clockwork_scripture/invoke_sevtug/check_special_requirements()
|
||||
if(!slab.no_cost && clockwork_generals_invoked["sevtug"] > world.time)
|
||||
invoker << "<span class='sevtug'>\"[text2ratvar("Is it really so hard - even for a simpleton like you - to grasp the concept of waiting?")]\"</span>\n\
|
||||
<span class='warning'>Sevtug has already been invoked recently! You must wait several minutes before calling upon the Formless Pariah.</span>"
|
||||
return FALSE
|
||||
if(!slab.no_cost && ratvar_awakens)
|
||||
invoker << "<span class='sevtug'>\"[text2ratvar("Do you really think anything I can do right now will compare to Engine's power?")]\"</span>\n\
|
||||
<span class='warning'>Sevtug will not grant his power while Ratvar's dwarfs his own!</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/invoke_sevtug/scripture_effects()
|
||||
new/obj/effect/clockwork/general_marker/sevtug(get_turf(invoker))
|
||||
hierophant_message("<span class='sevtug_large'>[text2ratvar("Fright: \"I heed your call, idiots. Get going and use this chance while it lasts!")]\"</span>", FALSE, invoker)
|
||||
clockwork_generals_invoked["sevtug"] = world.time + CLOCKWORK_GENERAL_COOLDOWN
|
||||
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
|
||||
var/hum = get_sfx('sound/effects/screech.ogg') //like playsound, same sound for everyone affected
|
||||
var/turf/T = get_turf(invoker)
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
if(H.z == invoker.z && !is_servant_of_ratvar(H))
|
||||
var/distance = 0
|
||||
distance += get_dist(T, get_turf(H))
|
||||
var/visualsdistance = max(150 - distance, 5)
|
||||
var/minordistance = max(200 - distance*2, 5)
|
||||
var/majordistance = max(150 - distance*3, 5)
|
||||
if(H.null_rod_check())
|
||||
H << "<span class='sevtug'>[text2ratvar("Oh, a void weapon. How annoying, I may as well not bother.")]</span>\n\
|
||||
<span class='warning'>Your holy weapon glows a faint orange, defending your mind!</span>"
|
||||
continue
|
||||
else if(H.isloyal())
|
||||
visualsdistance = round(visualsdistance * 0.5) //half effect for shielded targets
|
||||
minordistance = round(minordistance * 0.5)
|
||||
majordistance = round(majordistance * 0.5)
|
||||
H << "<span class='sevtug'>[text2ratvar("Oh, look, a mindshield. Cute, I suppose I'll humor it.")]</span>"
|
||||
else if(prob(visualsdistance))
|
||||
H << "<span class='sevtug'>[text2ratvar(pick(mindbreaksayings))]</span>"
|
||||
H.playsound_local(T, hum, visualsdistance, 1)
|
||||
flash_color(H, flash_color="#AF0AAF", flash_time=visualsdistance*10)
|
||||
H.dizziness = minordistance + H.dizziness
|
||||
H.hallucination = minordistance + H.hallucination
|
||||
H.confused = majordistance + H.confused
|
||||
H.setBrainLoss(majordistance + H.getBrainLoss())
|
||||
return TRUE
|
||||
|
||||
|
||||
//Invoke Nezbere, the Brass Eidolon: Invokes Nezbere, bolstering the strength of many clockwork items for one minute.
|
||||
/datum/clockwork_scripture/invoke_nezbere
|
||||
descname = "Global Structure Buff"
|
||||
name = "Invoke Nezbere, the Brass Eidolon"
|
||||
desc = "Taps the limitless power of Nezbere, one of Ratvar's four generals. The restless toil of the Eidolon will empower a wide variety of clockwork apparatus for a full minute - notably, \
|
||||
clockwork proselytizers will charge very rapidly."
|
||||
invocations = list("I call upon you, Armorer!!", "Let your machinations reign on this miserable station!!", "Let your power flow through the tools of your master!!")
|
||||
channel_time = 150
|
||||
consumed_components = list(BELLIGERENT_EYE = 3, VANGUARD_COGWHEEL = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 6)
|
||||
usage_tip = "Ocular wardens will become empowered, clockwork proselytizers will require no alloy, tinkerer's daemons will produce twice as quickly, \
|
||||
and interdiction lenses, mending motors, mania motors, tinkerer's daemons, and clockwork obelisks will all require no power."
|
||||
tier = SCRIPTURE_REVENANT
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 4
|
||||
invokers_required = 3
|
||||
multiple_invokers_used = TRUE
|
||||
|
||||
/datum/clockwork_scripture/invoke_nezbere/check_special_requirements()
|
||||
if(!slab.no_cost && clockwork_generals_invoked["nezbere"] > world.time)
|
||||
invoker << "<span class='nezbere'>\"[text2ratvar("Not just yet, friend. Patience is a virtue.")]\"</span>\n\
|
||||
<span class='warning'>Nezbere has already been invoked recently! You must wait several minutes before calling upon the Brass Eidolon.</span>"
|
||||
return FALSE
|
||||
if(!slab.no_cost && ratvar_awakens)
|
||||
invoker << "<span class='nezbere'>\"[text2ratvar("Our master is here already. You do not require my help, friend.")]\"</span>\n\
|
||||
<span class='warning'>Nezbere will not grant his power while Ratvar's dwarfs his own!</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/invoke_nezbere/scripture_effects()
|
||||
new/obj/effect/clockwork/general_marker/nezbere(get_turf(invoker))
|
||||
hierophant_message("<span class='nezbere_large'>[text2ratvar("Armorer: \"I heed your call, champions. May your artifacts bring ruin upon the heathens that oppose our master!")]\"</span>", FALSE, invoker)
|
||||
clockwork_generals_invoked["nezbere"] = world.time + CLOCKWORK_GENERAL_COOLDOWN
|
||||
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
|
||||
for(var/obj/structure/destructible/clockwork/ocular_warden/W in all_clockwork_objects) //Ocular wardens have increased damage and radius
|
||||
W.damage_per_tick = 5
|
||||
W.sight_range = 5
|
||||
for(var/obj/item/clockwork/clockwork_proselytizer/P in all_clockwork_objects) //Proselytizers no longer require power
|
||||
P.charge_rate = 1250
|
||||
for(var/obj/structure/destructible/clockwork/powered/M in all_clockwork_objects) //Powered clockwork structures no longer need power
|
||||
M.needs_power = FALSE
|
||||
if(istype(M, /obj/structure/destructible/clockwork/powered/tinkerers_daemon)) //Daemons produce components twice as quickly
|
||||
var/obj/structure/destructible/clockwork/powered/tinkerers_daemon/D = M
|
||||
D.production_time = 0
|
||||
D.production_cooldown *= 0.5
|
||||
spawn(600)
|
||||
for(var/obj/structure/destructible/clockwork/ocular_warden/W in all_clockwork_objects)
|
||||
if(W.damage_per_tick == 5)
|
||||
W.damage_per_tick = initial(W.damage_per_tick)
|
||||
if(W.sight_range == 5)
|
||||
W.sight_range = initial(W.sight_range)
|
||||
for(var/obj/item/clockwork/clockwork_proselytizer/P in all_clockwork_objects)
|
||||
if(P.charge_rate == 1250)
|
||||
P.charge_rate = initial(P.charge_rate)
|
||||
for(var/obj/structure/destructible/clockwork/powered/M in all_clockwork_objects)
|
||||
M.needs_power = initial(M.needs_power)
|
||||
if(istype(M, /obj/structure/destructible/clockwork/powered/tinkerers_daemon))
|
||||
var/obj/structure/destructible/clockwork/powered/tinkerers_daemon/D = M
|
||||
D.production_cooldown = initial(D.production_cooldown)
|
||||
return TRUE
|
||||
|
||||
|
||||
//Invoke Nzcrentr, the Eternal Thunderbolt: Imbues an immense amount of energy into the invoker. After several seconds, everyone near the invoker will be hit with a devastating lightning blast.
|
||||
/datum/clockwork_scripture/invoke_nzcrentr
|
||||
descname = "Area Lightning Blast"
|
||||
name = "Invoke Nzcrentr, the Eternal Thunderbolt"
|
||||
desc = "Taps the limitless power of Nzcrentr, one of Ratvar's four generals. The immense energy Nzcrentr wields will allow you to imbue a tiny fraction of it into your body. After several \
|
||||
seconds, anyone near you will be struck by a devastating lightning bolt."
|
||||
invocations = list("I call upon you, Amperage!!", "Let your energy flow through me!!", "Let your boundless power shatter stars!!")
|
||||
channel_time = 100
|
||||
consumed_components = list(BELLIGERENT_EYE = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 6)
|
||||
usage_tip = "Struck targets will also be knocked down for about sixteen seconds."
|
||||
tier = SCRIPTURE_REVENANT
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 5
|
||||
|
||||
/datum/clockwork_scripture/invoke_nzcrentr/check_special_requirements()
|
||||
if(!slab.no_cost && clockwork_generals_invoked["nzcrentr"] > world.time)
|
||||
invoker << "<span class='nzcrentr'>\"[text2ratvar("The boss says you have to wait. Hey, do you think he would mind if I killed you? ...He would? Ok.")]\"</span>\n\
|
||||
<span class='warning'>Nzcrentr has already been invoked recently! You must wait several minutes before calling upon the Eternal Thunderbolt.</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/invoke_nzcrentr/scripture_effects()
|
||||
new/obj/effect/clockwork/general_marker/nzcrentr(get_turf(invoker))
|
||||
clockwork_generals_invoked["nzcrentr"] = world.time + CLOCKWORK_GENERAL_COOLDOWN
|
||||
hierophant_message("<span class='nzcrentr_large'>[text2ratvar("Amperage: \"[invoker.real_name] has called forth my power. Hope [invoker.p_they()] [invoker.p_do()] not shatter under it!")]\"</span>", FALSE, invoker)
|
||||
invoker.visible_message("<span class='warning'>[invoker] begins to radiate a blinding light!</span>", \
|
||||
"<span class='nzcrentr'>\"[text2ratvar("The boss says it's okay to do this. Don't blame me if you die from it.")]\"</span>\n \
|
||||
<span class='userdanger'>You feel limitless power surging through you!</span>")
|
||||
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
|
||||
sleep(2)
|
||||
playsound(invoker, 'sound/magic/lightning_chargeup.ogg', 100, 0)
|
||||
var/oldcolor = invoker.color
|
||||
animate(invoker, color = list(rgb(255, 255, 255), rgb(255, 255, 255), rgb(255, 255, 255), rgb(0,0,0)), time = 88) //Gradual advancement to extreme brightness
|
||||
sleep(88)
|
||||
if(invoker)
|
||||
invoker.visible_message("<span class='warning'>Massive bolts of energy emerge from across [invoker]'s body!</span>", \
|
||||
"<span class='nzcrentr'>\"[text2ratvar("I told you you wouldn't be able to handle it.")]\"</span>\n \
|
||||
<span class='userdanger'>TOO... MUCH! CAN'T... TAKE IT!</span>")
|
||||
playsound(invoker, 'sound/magic/lightningbolt.ogg', 100, 0)
|
||||
if(invoker.stat == CONSCIOUS)
|
||||
animate(invoker, color = oldcolor, time = 10)
|
||||
addtimer(CALLBACK(invoker, /atom/proc/update_atom_colour), 10)
|
||||
for(var/mob/living/L in view(7, invoker))
|
||||
if(is_servant_of_ratvar(L) || L.null_rod_check())
|
||||
continue
|
||||
invoker.Beam(L, icon_state = "nzcrentrs_power", time = 10)
|
||||
var/randdamage = rand(40, 60)
|
||||
if(iscarbon(L))
|
||||
L.electrocute_act(randdamage, "Nzcrentr's power", 1, randdamage)
|
||||
else
|
||||
L.adjustFireLoss(randdamage)
|
||||
L.visible_message(
|
||||
"<span class='danger'>[L] was shocked by Nzcrentr's power!</span>", \
|
||||
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
|
||||
"<span class='italics'>You hear a heavy electrical crack.</span>" \
|
||||
)
|
||||
L.Weaken(8)
|
||||
playsound(L, 'sound/magic/LightningShock.ogg', 50, 1)
|
||||
else
|
||||
playsound(invoker, 'sound/magic/Disintegrate.ogg', 50, 1)
|
||||
invoker.gib()
|
||||
return TRUE
|
||||
else
|
||||
return FALSE
|
||||
@@ -0,0 +1,308 @@
|
||||
/////////////
|
||||
// SCRIPTS //
|
||||
/////////////
|
||||
|
||||
//Ocular Warden: Creates an ocular warden, which defends a small area near it.
|
||||
/datum/clockwork_scripture/create_object/ocular_warden
|
||||
descname = "Structure, Turret"
|
||||
name = "Ocular Warden"
|
||||
desc = "Forms an automatic short-range turret that deals low sustained damage to the unenlightened in its range."
|
||||
invocations = list("Guardians...", "...of the Engine...", "...defend us!")
|
||||
channel_time = 120
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, REPLICANT_ALLOY = 1)
|
||||
object_path = /obj/structure/destructible/clockwork/ocular_warden
|
||||
creator_message = "<span class='brass'>You form an ocular warden, which will focus its searing gaze upon nearby unenlightened.</span>"
|
||||
observer_message = "<span class='warning'>A brass eye takes shape and slowly rises into the air, its red iris glaring!</span>"
|
||||
usage_tip = "Although powerful, the warden is very fragile and should optimally be placed behind barricades."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
one_per_tile = TRUE
|
||||
space_allowed = TRUE
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 1
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates an Ocular Warden, which will automatically attack nearby unrestrained non-Servants that can see it."
|
||||
|
||||
/datum/clockwork_scripture/create_object/ocular_warden/check_special_requirements()
|
||||
for(var/obj/structure/destructible/clockwork/ocular_warden/W in range(3, invoker))
|
||||
invoker << "<span class='neovgre'>You sense another ocular warden too near this location. Placing another this close would cause them to fight.</span>" //fluff message
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
|
||||
//Cogscarab: Creates an empty cogscarab shell, which produces a cogscarab dedicated to maintaining and defending the cult.
|
||||
/datum/clockwork_scripture/create_object/cogscarab
|
||||
descname = "Constructor Soul Vessel Shell"
|
||||
name = "Cogscarab"
|
||||
desc = "Creates a small shell fitted for soul vessels. Adding an active soul vessel to it results in a small construct with tools and an inbuilt proselytizer."
|
||||
invocations = list("Call forth...", "...the workers of Armorer.")
|
||||
channel_time = 60
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, HIEROPHANT_ANSIBLE = 1)
|
||||
object_path = /obj/structure/destructible/clockwork/shell/cogscarab
|
||||
creator_message = "<span class='brass'>You form a cogscarab, a constructor soul vessel receptacle.</span>"
|
||||
observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that contracts and forms into a strange shell!</span>"
|
||||
usage_tip = "Useless without a soul vessel and should not be created without one."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 2
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Cogscarab Shell, which produces a Cogscarab when filled with a Soul Vessel."
|
||||
|
||||
|
||||
//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
|
||||
/datum/clockwork_scripture/create_object/vitality_matrix
|
||||
descname = "Trap, Damage to Healing"
|
||||
name = "Vitality Matrix"
|
||||
desc = "Scribes a sigil beneath the invoker which drains life from any living non-Servants that cross it. Servants that cross it, however, will be healed based on how much Vitality all \
|
||||
Matrices have drained from non-Servants. Dead Servants can be revived by this sigil if there is vitality equal to the target Servant's non-oxygen damage."
|
||||
invocations = list("Divinity...", "...steal their life...", "...for these shells!")
|
||||
channel_time = 60
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 1)
|
||||
whispered = TRUE
|
||||
object_path = /obj/effect/clockwork/sigil/vitality
|
||||
creator_message = "<span class='brass'>A vitality matrix appears below you. It will drain life from non-Servants and heal Servants that cross it.</span>"
|
||||
usage_tip = "The sigil will be consumed upon reviving a Servant."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
one_per_tile = TRUE
|
||||
primary_component = VANGUARD_COGWHEEL
|
||||
sort_priority = 3
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Vitality Matrix, which drains non-Servants on it to heal Servants that cross it."
|
||||
|
||||
|
||||
//Sigil of Submission: Creates a sigil of submission, which converts one heretic above it after a delay.
|
||||
/datum/clockwork_scripture/create_object/sigil_of_submission
|
||||
descname = "Trap, Conversion"
|
||||
name = "Sigil of Submission"
|
||||
desc = "Places a luminous sigil that will enslave any valid beings standing on it after a time."
|
||||
invocations = list("Divinity, enlighten...", "...those who trespass here!")
|
||||
channel_time = 60
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 1)
|
||||
whispered = TRUE
|
||||
object_path = /obj/effect/clockwork/sigil/submission
|
||||
creator_message = "<span class='brass'>A luminous sigil appears below you. The next non-servant to cross it will be enslaved after a brief time if they do not move.</span>"
|
||||
usage_tip = "This is not a primary conversion method - use Geis for that. It is advantageous as a trap, however, as it will transmit the name of the newly-converted."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
one_per_tile = TRUE
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 5
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Sigil of Submission, which will convert one non-Servant that remains on it."
|
||||
|
||||
|
||||
//Soul Vessel: Creates a soul vessel, which can seek a ghost or be used on the uncovered head of a dead or dying human to take their brain.
|
||||
/datum/clockwork_scripture/create_object/soul_vessel
|
||||
descname = "Clockwork Posibrain"
|
||||
name = "Soul Vessel"
|
||||
desc = "Forms an ancient positronic brain with an overriding directive to serve Ratvar."
|
||||
invocations = list("Herd the souls of...", "...the blasphemous damned!")
|
||||
channel_time = 30
|
||||
consumed_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 1)
|
||||
whispered = TRUE
|
||||
object_path = /obj/item/device/mmi/posibrain/soul_vessel
|
||||
creator_message = "<span class='brass'>You form a soul vessel, which can be used in-hand to attract spirits, or used on an unconscious or dead human to extract their consciousness.</span>"
|
||||
usage_tip = "The vessel can be used as a teleport target for Spatial Gateway, though it is generally better-used by placing it in a shell or cyborg body."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
space_allowed = TRUE
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 6
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Soul Vessel, which can be placed in construct shells and cyborg bodies once filled."
|
||||
|
||||
|
||||
//Clockwork Proselytizer: Creates a clockwork proselytizer, used to convert objects and repair clockwork structures.
|
||||
/datum/clockwork_scripture/create_object/clockwork_proselytizer
|
||||
descname = "Converts Objects to Ratvarian"
|
||||
name = "Clockwork Proselytizer"
|
||||
desc = "Forms a device that, when used on certain objects, converts them into their Ratvarian equivalents. It requires power to function."
|
||||
invocations = list("With this device...", "...his presence shall be made known.")
|
||||
channel_time = 20
|
||||
consumed_components = list(GEIS_CAPACITOR = 1, REPLICANT_ALLOY = 1)
|
||||
whispered = TRUE
|
||||
object_path = /obj/item/clockwork/clockwork_proselytizer/preloaded
|
||||
creator_message = "<span class='brass'>You form a clockwork proselytizer.</span>"
|
||||
usage_tip = "Clockwork Walls cause nearby tinkerer's caches to generate components passively, making them a vital tool. Clockwork Floors heal toxin damage in Servants standing on them."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
space_allowed = TRUE
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 7
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Clockwork Proselytizer, which can convert various objects to Ratvarian variants."
|
||||
|
||||
|
||||
//Function Call: Grants the invoker the ability to call forth a Ratvarian spear that deals significant damage to silicons.
|
||||
/datum/clockwork_scripture/function_call
|
||||
descname = "Permanent Summonable Spear"
|
||||
name = "Function Call"
|
||||
desc = "Grants the invoker the ability to call forth a powerful Ratvarian spear every three minutes. The spear will deal significant damage to Nar-Sie's dogs and silicon lifeforms, but will \
|
||||
vanish three minutes after being summoned."
|
||||
invocations = list("Grant me...", "...the might of brass!")
|
||||
channel_time = 20
|
||||
consumed_components = list(REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
|
||||
whispered = TRUE
|
||||
usage_tip = "You can impale human targets with the spear by pulling them, then attacking. Throwing the spear at a mob will do massive damage and stun them, but break the spear."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 8
|
||||
|
||||
/datum/clockwork_scripture/function_call/check_special_requirements()
|
||||
for(var/datum/action/innate/function_call/F in invoker.actions)
|
||||
invoker << "<span class='warning'>You have already bound a Ratvarian spear to yourself!</span>"
|
||||
return FALSE
|
||||
return invoker.can_hold_items()
|
||||
|
||||
/datum/clockwork_scripture/function_call/scripture_effects()
|
||||
invoker.visible_message("<span class='warning'>A shimmer of yellow light infuses [invoker]!</span>", \
|
||||
"<span class='brass'>You bind a Ratvarian spear to yourself. Use the \"Function Call\" action button to call it forth.</span>")
|
||||
var/datum/action/innate/function_call/F = new()
|
||||
F.Grant(invoker)
|
||||
return TRUE
|
||||
|
||||
//Function Call action: Calls forth a Ratvarian spear once every 3 minutes.
|
||||
/datum/action/innate/function_call
|
||||
name = "Function Call"
|
||||
desc = "Allows you to summon a Ratvarian spear to fight enemies."
|
||||
button_icon_state = "ratvarian_spear"
|
||||
background_icon_state = "bg_clock"
|
||||
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_CONSCIOUS
|
||||
buttontooltipstyle = "clockcult"
|
||||
var/cooldown = 0
|
||||
var/base_cooldown = 1800
|
||||
|
||||
/datum/action/innate/function_call/IsAvailable()
|
||||
if(!is_servant_of_ratvar(owner) || cooldown > world.time)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/action/innate/function_call/Activate()
|
||||
if(!owner.get_empty_held_indexes())
|
||||
usr << "<span class='warning'>You need an empty hand to call forth your spear!</span>"
|
||||
return FALSE
|
||||
owner.visible_message("<span class='warning'>A strange spear materializes in [owner]'s hands!</span>", "<span class='brass'>You call forth your spear!</span>")
|
||||
var/obj/item/clockwork/ratvarian_spear/R = new(get_turf(usr))
|
||||
owner.put_in_hands(R)
|
||||
if(!ratvar_awakens)
|
||||
R.clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons, though it won't last for long."
|
||||
owner << "<span class='warning'>Your spear begins to break down in this plane of existence. You can't use it for long!</span>"
|
||||
R.timerid = addtimer(CALLBACK(R, /obj/item/clockwork/ratvarian_spear.proc/break_spear), base_cooldown, TIMER_STOPPABLE)
|
||||
cooldown = base_cooldown + world.time
|
||||
owner.update_action_buttons_icon()
|
||||
addtimer(CALLBACK(src, .proc/update_actions), base_cooldown)
|
||||
return TRUE
|
||||
|
||||
/datum/action/innate/function_call/proc/update_actions()
|
||||
if(owner)
|
||||
owner.update_action_buttons_icon()
|
||||
|
||||
|
||||
//Spatial Gateway: Allows the invoker to teleport themselves and any nearby allies to a conscious servant or clockwork obelisk.
|
||||
/datum/clockwork_scripture/spatial_gateway
|
||||
descname = "Teleport Gate"
|
||||
name = "Spatial Gateway"
|
||||
desc = "Tears open a miniaturized gateway in spacetime to any conscious servant that can transport objects or creatures to its destination. \
|
||||
Each servant assisting in the invocation adds one additional use and four additional seconds to the gateway's uses and duration."
|
||||
invocations = list("Spatial Gateway...", "...activate!")
|
||||
channel_time = 80
|
||||
consumed_components = list(VANGUARD_COGWHEEL = 1, HIEROPHANT_ANSIBLE = 1)
|
||||
multiple_invokers_used = TRUE
|
||||
multiple_invokers_optional = TRUE
|
||||
usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 9
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
|
||||
|
||||
/datum/clockwork_scripture/spatial_gateway/check_special_requirements()
|
||||
if(!isturf(invoker.loc))
|
||||
invoker << "<span class='warning'>You must not be inside an object to use this scripture!</span>"
|
||||
return FALSE
|
||||
var/other_servants = 0
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(is_servant_of_ratvar(L) && !L.stat && L != invoker)
|
||||
other_servants++
|
||||
for(var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/O in all_clockwork_objects)
|
||||
other_servants++
|
||||
if(!other_servants)
|
||||
invoker << "<span class='warning'>There are no other servants or clockwork obelisks!</span>"
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/spatial_gateway/scripture_effects()
|
||||
var/portal_uses = 0
|
||||
var/duration = 0
|
||||
for(var/mob/living/L in range(1, invoker))
|
||||
if(!L.stat && is_servant_of_ratvar(L))
|
||||
portal_uses++
|
||||
duration += 40 //4 seconds
|
||||
if(ratvar_awakens)
|
||||
portal_uses = max(portal_uses, 100) //Very powerful if Ratvar has been summoned
|
||||
duration = max(duration, 100)
|
||||
return slab.procure_gateway(invoker, duration, portal_uses)
|
||||
|
||||
|
||||
//Volt Void: Channeled for up to five times over ten seconds to fire up to five rays of energy at target locations.
|
||||
/datum/clockwork_scripture/channeled/volt_void
|
||||
descname = "Channeled, Targeted Energy Blasts"
|
||||
name = "Volt Void" //Alternative name: "On all levels but physical, I am a power sink"
|
||||
desc = "Allows you to fire energy rays at target locations; more power consumed causes more damage. Channeled every fifth of a second for a maximum of ten seconds."
|
||||
channel_time = 30
|
||||
invocations = list("Amperage...", "...grant me your power!")
|
||||
chant_invocations = list("Use charge to kill!", "Slay with power!", "Hunt with energy!")
|
||||
chant_amount = 4
|
||||
chant_interval = 5
|
||||
consumed_components = list(GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 1)
|
||||
usage_tip = "Though it requires you to stand still, this scripture can do massive damage."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 10
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to fire energy rays at target locations. Failing to fire causes backlash.<br><b>Maximum 4 chants.</b>"
|
||||
var/static/list/nzcrentr_insults = list("You're not very good at aiming.", "You hunt badly.", "What a waste of energy.", "Almost funny to watch.",
|
||||
"Boss says </span><span class='heavy_brass'>\"Click something, you idiot!\"</span><span class='nzcrentr'>.", "Stop wasting components if you can't aim.")
|
||||
|
||||
/datum/clockwork_scripture/channeled/volt_void/chant_effects(chant_number)
|
||||
slab.busy = null
|
||||
var/datum/clockwork_scripture/ranged_ability/volt_ray/ray = new
|
||||
ray.slab = slab
|
||||
ray.invoker = invoker
|
||||
var/turf/T = get_turf(invoker)
|
||||
if(!ray.run_scripture() && slab && invoker)
|
||||
if(can_recite() && T == get_turf(invoker))
|
||||
if(!ratvar_awakens)
|
||||
var/obj/structure/destructible/clockwork/powered/volt_checker/VC = new/obj/structure/destructible/clockwork/powered/volt_checker(get_turf(invoker))
|
||||
var/multiplier = 0.5
|
||||
var/usable_power = min(Floor(VC.total_accessable_power() * 0.2, MIN_CLOCKCULT_POWER), 1000)
|
||||
if(VC.try_use_power(usable_power))
|
||||
multiplier += (usable_power * 0.0005) //at maximum power, should be 1 multiplier
|
||||
qdel(VC)
|
||||
if(iscyborg(invoker))
|
||||
var/mob/living/silicon/robot/C = invoker
|
||||
if(C.cell)
|
||||
var/prev_power = usable_power //we don't want to increase the multiplier past 1
|
||||
usable_power = min(Floor(C.cell.charge * 0.2, MIN_CLOCKCULT_POWER), 1000) - prev_power
|
||||
if(usable_power > 0 && C.cell.use(usable_power))
|
||||
multiplier += (usable_power * 0.0005)
|
||||
var/obj/effect/overlay/temp/ratvar/volt_hit/VH = new /obj/effect/overlay/temp/ratvar/volt_hit(get_turf(invoker), null, multiplier)
|
||||
invoker.visible_message("<span class='warning'>[invoker] is struck by [invoker.p_their()] own [VH.name]!</span>", "<span class='userdanger'>You're struck by your own [VH.name]!</span>")
|
||||
invoker.adjustFireLoss(VH.damage) //you have to fail all five blasts to die to this
|
||||
playsound(invoker, 'sound/machines/defib_zap.ogg', VH.damage, 1, -1)
|
||||
invoker << "<span class='nzcrentr'>\"[text2ratvar(pick(nzcrentr_insults))]\"</span>"
|
||||
else
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/obj/effect/ebeam/volt_ray
|
||||
name = "volt_ray"
|
||||
layer = LYING_MOB_LAYER
|
||||
|
||||
/datum/clockwork_scripture/ranged_ability/volt_ray
|
||||
name = "Volt Ray"
|
||||
slab_icon = "volt"
|
||||
allow_mobility = FALSE
|
||||
ranged_type = /obj/effect/proc_holder/slab/volt
|
||||
ranged_message = "<span class='nzcrentr_small'><i>You charge the clockwork slab with shocking might.</i>\n\
|
||||
<b>Left-click a target to fire, quickly!</b></span>"
|
||||
timeout_time = 20
|
||||
|
||||
/obj/structure/destructible/clockwork/powered/volt_checker
|
||||
invisibility = INVISIBILITY_ABSTRACT
|
||||
Reference in New Issue
Block a user