//Components: Used in scripture. /obj/item/clockwork/component name = "meme component" desc = "A piece of a famous meme." clockwork_desc = null resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/component_id //What the component is identified as var/cultist_message = "You are not worthy of this meme." //Showed to Nar-Sian cultists if they pick up the component in addition to chaplains var/list/servant_of_ratvar_messages = list("ayy" = FALSE, "lmao" = TRUE) //Fluff, shown to servants of Ratvar on a low chance, if associated value is TRUE, will automatically apply ratvarian var/message_span = "heavy_brass" /obj/item/clockwork/component/examine(mob/user) . = ..() if(is_servant_of_ratvar(user) || isobserver(user)) to_chat(user, "You can activate this in your hand to break it down for power.") /obj/item/clockwork/component/attack_self(mob/living/user) if(is_servant_of_ratvar(user)) user.visible_message("[user] crushes [src] in their hand!", \ "You crush [src], capturing its escaping energy for use as power.") playsound(user, 'sound/effects/pop_expl.ogg', 50, TRUE) adjust_clockwork_power(POWER_WALL_TOTAL) qdel(src) /obj/item/clockwork/component/pickup(mob/living/user) ..() if(iscultist(user) || (user.mind && user.mind.isholy)) to_chat(user, "[cultist_message]") if(user.mind && user.mind.isholy) to_chat(user, "The power of your faith melts away [src]!") var/obj/item/ore/slag/wrath = new /obj/item/ore/slag qdel(src) user.put_in_active_hand(wrath) if(is_servant_of_ratvar(user) && prob(20)) var/pickedmessage = pick(servant_of_ratvar_messages) to_chat(user, "[servant_of_ratvar_messages[pickedmessage] ? "[text2ratvar(pickedmessage)]" : pickedmessage]") /obj/item/clockwork/component/belligerent_eye name = "belligerent eye" desc = "A brass construct with a rotating red center. It's as though it's looking for something to hurt." icon_state = "belligerent_eye" component_id = BELLIGERENT_EYE cultist_message = "The eye gives you an intensely hateful glare." servant_of_ratvar_messages = list("\"...\"" = FALSE, "For a moment, your mind is flooded with extremely violent thoughts." = FALSE, "\"...Die.\"" = TRUE) message_span = "neovgre" /obj/item/clockwork/component/belligerent_eye/blind_eye name = "blind eye" desc = "A heavy brass eye, its red iris fallen dark." clockwork_desc = "A smashed ocular warden covered in dents." icon_state = "blind_eye" cultist_message = "The eye flickers at you with intense hate before falling dark." servant_of_ratvar_messages = list("The eye flickers before falling dark." = FALSE, "You feel watched." = FALSE, "\"...\"" = FALSE) w_class = WEIGHT_CLASS_NORMAL /obj/item/clockwork/component/belligerent_eye/lens_gem name = "lens gem" desc = "A tiny pinkish gem. It catches the light oddly, almost glowing." clockwork_desc = "The gem from an interdiction lens." icon_state = "lens_gem" cultist_message = "The gem turns black and cold for a moment before its normal glow returns." servant_of_ratvar_messages = list("\"Disgusting failure.\"" = TRUE, "You feel scrutinized." = FALSE, "\"Weaklings.\"" = TRUE, "\"Pathetic defenses.\"" = TRUE) w_class = WEIGHT_CLASS_TINY light_range = 1.4 light_power = 0.4 light_color = "#F42B9D" /obj/item/clockwork/component/vanguard_cogwheel name = "vanguard cogwheel" desc = "A sturdy brass cog with a faintly glowing blue gem in its center." icon_state = "vanguard_cogwheel" component_id = VANGUARD_COGWHEEL cultist_message = "\"Pray to your god that we never meet.\"" servant_of_ratvar_messages = list("\"Be safe, child.\"" = FALSE, "You feel unexplainably comforted." = FALSE, "\"Never forget: Pain is temporary. What you do for the Justiciar is eternal.\"" = FALSE) message_span = "inathneq" /obj/item/clockwork/component/vanguard_cogwheel/onyx_prism name = "onyx prism" desc = "An onyx prism with a small aperture. It's very heavy." clockwork_desc = "A broken prism from a prolonging prism." icon_state = "onyx_prism" cultist_message = "The prism grows painfully hot in your hands." servant_of_ratvar_messages = list("The prism isn't getting any lighter." = FALSE, "\"So... you haven't failed yet. Have hope, child.\"" = TRUE, \ "\"Better these machines break than you do.\"" = TRUE) w_class = WEIGHT_CLASS_NORMAL /obj/item/clockwork/component/geis_capacitor name = "geis capacitor" desc = "A curiously cold brass doodad. It seems as though it really doesn't appreciate being held." icon_state = "geis_capacitor" component_id = GEIS_CAPACITOR cultist_message = "\"Try not to lose your mind - I'll need it. Heh heh...\"" servant_of_ratvar_messages = list("\"Disgusting.\"" = FALSE, "\"Well, aren't you an inquisitive fellow?\"" = FALSE, "A foul presence pervades your mind, then vanishes." = FALSE, \ "\"The fact that Ratvar has to depend on simpletons like you is appalling.\"" = FALSE) message_span = "sevtug" /obj/item/clockwork/component/geis_capacitor/fallen_armor name = "fallen armor" desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you." clockwork_desc = "The armor from a former clockwork marauder. Serviceable as a substitute for a geis capacitor." icon_state = "fallen_armor" cultist_message = "Red flame sputters from the mask's eye before winking out." servant_of_ratvar_messages = list("A piece of armor hovers away from the others for a moment." = FALSE, "Red flame appears in the cuirass before sputtering out." = FALSE) w_class = WEIGHT_CLASS_NORMAL /obj/item/clockwork/component/geis_capacitor/antennae name = "mania motor antennae" desc = "A pair of dented and bent antennae. They constantly emit a static hiss." clockwork_desc = "The antennae from a mania motor." icon_state = "mania_motor_antennae" cultist_message = "Your head is filled with a burst of static." servant_of_ratvar_messages = list("\"Who broke this.\"" = TRUE, "\"Did you break these off YOURSELF?\"" = TRUE, "\"Why did we give this to such simpletons, anyway?\"" = TRUE, \ "\"At least we can use these for something - unlike you.\"" = TRUE) /obj/item/clockwork/component/replicant_alloy name = "replicant alloy" desc = "A seemingly strong but very malleable chunk of metal. It seems as though it wants to be molded into something greater." icon_state = "replicant_alloy" component_id = REPLICANT_ALLOY cultist_message = "The alloy takes on the appearance of a screaming face for a moment." servant_of_ratvar_messages = list("\"There's always something to be done. Get to it.\"" = FALSE, "\"Idle hands are worse than broken ones. Get to work.\"" = FALSE, \ "A detailed image of Ratvar appears in the alloy for a moment." = FALSE) message_span = "nezbere" /obj/item/clockwork/component/replicant_alloy/smashed_anima_fragment name = "smashed anima fragment" desc = "Shattered chunks of metal. Damaged beyond repair and completely unusable." clockwork_desc = "The sad remains of an anima fragment." icon_state = "smashed_anime_fragment" cultist_message = "The shards vibrate in your hands for a moment." servant_of_ratvar_messages = list("\"...still fight...\"" = FALSE, "\"...where am I...?\"" = FALSE, "\"...bring me... back...\"" = FALSE) w_class = WEIGHT_CLASS_NORMAL /obj/item/clockwork/component/replicant_alloy/replication_plate name = "replication plate" desc = "A flat, heavy disc of metal with a triangular formation on its surface." clockwork_desc = "The replication plate from a tinkerer's daemon." icon_state = "replication_plate" cultist_message = "The plate shudders in your hands, as though trying to get away." servant_of_ratvar_messages = list("\"Put this in a slab and get back to work.\"" = FALSE, "\"Worse servants than you have held these.\"" = TRUE, \ "\"It would be wise to protect these better, friend.\"" = TRUE) w_class = WEIGHT_CLASS_NORMAL /obj/item/clockwork/component/hierophant_ansible name = "hierophant ansible" desc = "Some sort of transmitter? It seems as though it's trying to say something." icon_state = "hierophant_ansible" component_id = HIEROPHANT_ANSIBLE cultist_message = "\"Gur obff fnlf vg'f abg ntnvafg gur ehyrf gb-xvyy lbh.\"" servant_of_ratvar_messages = list("\"Exile is such a bore. There's nothing I can hunt in here.\"" = TRUE, "\"What's keeping you? I want to go kill something.\"" = TRUE, \ "\"HEHEHEHEHEHEH!\"" = FALSE, "\"If I killed you fast enough, do you think the boss would notice?\"" = TRUE) message_span = "nzcrentr" /obj/item/clockwork/component/hierophant_ansible/obelisk name = "obelisk prism" desc = "A prism that occasionally glows brightly. It seems not-quite there." clockwork_desc = "The prism from a clockwork obelisk." cultist_message = "The prism flickers wildly in your hands before resuming its normal glow." servant_of_ratvar_messages = list("You hear the distinctive sound of the Hierophant Network for a moment." = FALSE, "\"Hieroph'ant Br'o'adcas't fail'ure.\"" = TRUE, \ "The obelisk flickers wildly, as if trying to open a gateway." = FALSE, "\"Spa'tial Ga'tewa'y fai'lure.\"" = TRUE) icon_state = "obelisk_prism" w_class = WEIGHT_CLASS_NORMAL //Shards of Alloy, suitable only as a source of power for a replica fabricator. /obj/item/clockwork/alloy_shards name = "replicant alloy shards" desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow." clockwork_desc = "Broken shards of replicant alloy." icon_state = "alloy_shards" resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/randomsinglesprite = FALSE var/randomspritemax = 2 var/sprite_shift = 9 /obj/item/clockwork/alloy_shards/Initialize() . = ..() if(randomsinglesprite) replace_name_desc() icon_state = "[icon_state][rand(1, randomspritemax)]" pixel_x = rand(-sprite_shift, sprite_shift) pixel_y = rand(-sprite_shift, sprite_shift) /obj/item/clockwork/alloy_shards/examine(mob/user) ..() if(is_servant_of_ratvar(user) || isobserver(user)) to_chat(user, "Can be consumed by a replica fabricator as a source of power.") /obj/item/clockwork/alloy_shards/proc/replace_name_desc() name = "replicant alloy shard" desc = "A broken shard of some oddly malleable metal. It occasionally moves and seems to glow." clockwork_desc = "A broken shard of replicant alloy." /obj/item/clockwork/alloy_shards/clockgolem_remains name = "clockwork golem scrap" desc = "A pile of scrap metal. It seems damaged beyond repair." clockwork_desc = "The sad remains of a clockwork golem. It's broken beyond repair." icon_state = "clockgolem_dead" sprite_shift = 0 /obj/item/clockwork/alloy_shards/large w_class = WEIGHT_CLASS_TINY randomsinglesprite = TRUE icon_state = "shard_large" sprite_shift = 9 /obj/item/clockwork/alloy_shards/medium w_class = WEIGHT_CLASS_TINY randomsinglesprite = TRUE icon_state = "shard_medium" sprite_shift = 10 /obj/item/clockwork/alloy_shards/medium/gear_bit randomspritemax = 4 icon_state = "gear_bit" sprite_shift = 12 /obj/item/clockwork/alloy_shards/medium/gear_bit/replace_name_desc() name = "gear bit" desc = "A broken chunk of a gear. You want it." clockwork_desc = "A broken chunk of a gear." /obj/item/clockwork/alloy_shards/medium/gear_bit/large //gives more power /obj/item/clockwork/alloy_shards/medium/gear_bit/large/replace_name_desc() ..() name = "complex gear bit" /obj/item/clockwork/alloy_shards/small w_class = WEIGHT_CLASS_TINY randomsinglesprite = TRUE randomspritemax = 3 icon_state = "shard_small" sprite_shift = 12 /obj/item/clockwork/alloy_shards/pinion_lock name = "pinion lock" desc = "A dented and scratched gear. It's very heavy." clockwork_desc = "A broken gear lock for pinion airlocks." icon_state = "pinion_lock"