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GS13NG/code/game/gamemodes/clock_cult/clock_scriptures/scripture_applications.dm
2017-05-16 22:59:41 -05:00

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//////////////////
// APPLICATIONS //
//////////////////
//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.
/datum/clockwork_scripture/create_object/sigil_of_accession
descname = "Trap, Permanent Conversion"
name = "Sigil of Accession"
desc = "Places a luminous sigil much like a Sigil of Submission, but it will remain even after successfully converting a non-implanted target. \
It will penetrate mindshield implants once before disappearing."
invocations = list("Divinity, enslave...", "...all who trespass here!")
channel_time = 70
consumed_components = list(BELLIGERENT_EYE = 4, GEIS_CAPACITOR = 2, HIEROPHANT_ANSIBLE = 2)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/submission/accession
prevent_path = /obj/effect/clockwork/sigil/submission
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>"
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."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 1
quickbind = TRUE
quickbind_desc = "Creates a Sigil of Accession, which can convert a mindshielded non-Servant that remains on it."
//Fellowship Armory: Arms the invoker and nearby servants with Ratvarian armor.
/datum/clockwork_scripture/fellowship_armory
descname = "Area Servant Armor"
name = "Fellowship Armory"
desc = "Equips the invoker and all visible Servants with Ratvarian armor. This armor provides high melee resistance but a weakness to lasers. \
It grows faster to invoke with more adjacent Servants."
invocations = list("Shield us...", "...with the...", "... fragments of Engine!")
channel_time = 100
consumed_components = list(VANGUARD_COGWHEEL = 4, REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 2)
usage_tip = "This scripture will replace all weaker armor worn by affected Servants."
tier = SCRIPTURE_APPLICATION
multiple_invokers_used = TRUE
multiple_invokers_optional = TRUE
primary_component = VANGUARD_COGWHEEL
sort_priority = 2
quickbind = TRUE
quickbind_desc = "Attempts to armor all nearby Servants with powerful Ratvarian armor."
var/static/list/ratvarian_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/armor/clockwork,
/obj/item/clothing/head/helmet/clockwork,
/obj/item/clothing/gloves/clockwork,
/obj/item/clothing/shoes/clockwork)) //don't replace this ever
var/static/list/better_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/space,
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/shoes/magboots)) //replace this only if ratvar is up
/datum/clockwork_scripture/fellowship_armory/run_scripture()
for(var/mob/living/L in orange(1, invoker))
if(is_servant_of_ratvar(L) && L.stat == CONSCIOUS && L.can_speak_vocal())
channel_time = max(channel_time - 10, 0)
return ..()
/datum/clockwork_scripture/fellowship_armory/scripture_effects()
var/affected = 0
for(var/mob/living/L in view(7, get_turf(invoker)))
if(L.stat == DEAD || !is_servant_of_ratvar(L))
continue
var/do_message = 0
var/obj/item/I = L.get_item_by_slot(slot_wear_suit)
if(remove_item_if_better(I, L))
do_message += L.equip_to_slot_or_del(new/obj/item/clothing/suit/armor/clockwork(null), slot_wear_suit)
I = L.get_item_by_slot(slot_head)
if(remove_item_if_better(I, L))
do_message += L.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/clockwork(null), slot_head)
I = L.get_item_by_slot(slot_gloves)
if(remove_item_if_better(I, L))
do_message += L.equip_to_slot_or_del(new/obj/item/clothing/gloves/clockwork(null), slot_gloves)
I = L.get_item_by_slot(slot_shoes)
if(remove_item_if_better(I, L))
do_message += L.equip_to_slot_or_del(new/obj/item/clothing/shoes/clockwork(null), slot_shoes)
if(do_message)
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>")
playsound(L, 'sound/magic/clockwork/fellowship_armory.ogg', 15*do_message, 1) //get sound loudness based on how much we equipped
affected++
return affected
/datum/clockwork_scripture/fellowship_armory/proc/remove_item_if_better(obj/item/I, mob/user)
if(!I)
return TRUE
if(is_type_in_typecache(I, ratvarian_armor_typecache))
return FALSE
if(!GLOB.ratvar_awakens && is_type_in_typecache(I, better_armor_typecache))
return FALSE
return user.dropItemToGround(I)
//Memory Allocation: Finds a willing ghost and makes them into a clockwork marauders for the invoker.
/datum/clockwork_scripture/memory_allocation
descname = "Guardian"
name = "Memory Allocation"
desc = "Allocates part of your consciousness to a Clockwork Marauder, a vigilant fighter that lives within you, able to be \
called forth by Speaking its True Name or if you become exceptionally low on health.<br>\
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."
invocations = list("Fright's will...", "...call forth...")
channel_time = 100
consumed_components = list(BELLIGERENT_EYE = 2, VANGUARD_COGWHEEL = 2, GEIS_CAPACITOR = 4)
usage_tip = "Marauders are useful as personal bodyguards and frontline warriors."
tier = SCRIPTURE_APPLICATION
primary_component = GEIS_CAPACITOR
sort_priority = 3
/datum/clockwork_scripture/memory_allocation/check_special_requirements()
for(var/mob/living/simple_animal/hostile/clockwork/marauder/M in GLOB.all_clockwork_mobs)
if(M.host == invoker)
to_chat(invoker, "<span class='warning'>You can only house one marauder at a time!</span>")
return FALSE
return TRUE
/datum/clockwork_scripture/memory_allocation/scripture_effects()
return create_marauder()
/datum/clockwork_scripture/memory_allocation/proc/create_marauder()
invoker.visible_message("<span class='warning'>A purple tendril appears from [invoker]'s [slab.name] and impales itself in [invoker.p_their()] forehead!</span>", \
"<span class='sevtug'>A tendril flies from [slab] into your forehead. You begin waiting while it painfully rearranges your thought pattern...</span>")
invoker.notransform = TRUE //Vulnerable during the process
slab.busy = "Thought Modification in progress"
if(!do_after(invoker, 50, target = invoker))
invoker.visible_message("<span class='warning'>The tendril, covered in blood, retracts from [invoker]'s head and back into the [slab.name]!</span>", \
"<span class='userdanger'>Total agony overcomes you as the tendril is forced out early!</span>")
invoker.notransform = FALSE
invoker.Stun(5)
invoker.Weaken(5)
invoker.apply_damage(10, BRUTE, "head")
slab.busy = null
return FALSE
clockwork_say(invoker, text2ratvar("...the mind made..."))
invoker.notransform = FALSE
slab.busy = "Marauder Selection in progress"
if(!check_special_requirements())
return FALSE
to_chat(invoker, "<span class='warning'>The tendril shivers slightly as it selects a marauder...</span>")
var/list/marauder_candidates = pollGhostCandidates("Do you want to play as the clockwork marauder of [invoker.real_name]?", ROLE_SERVANT_OF_RATVAR, null, FALSE, 50, POLL_IGNORE_CLOCKWORK_MARAUDER)
if(!check_special_requirements())
return FALSE
if(!marauder_candidates.len)
invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
"<span class='warning'>The tendril was unsuccessful! Perhaps you should try again another time.</span>")
return FALSE
clockwork_say(invoker, text2ratvar("...sword and shield!"))
var/mob/dead/observer/theghost = pick(marauder_candidates)
var/mob/living/simple_animal/hostile/clockwork/marauder/M = new(invoker)
M.key = theghost.key
M.bind_to_host(invoker)
invoker.visible_message("<span class='warning'>The tendril retracts from [invoker]'s head, sealing the entry wound as it does so!</span>", \
"<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>")
return TRUE
//Anima Fragment: Creates an empty anima fragment, which produces an anima fragment that moves at extreme speed and does high damage.
/datum/clockwork_scripture/create_object/anima_fragment
descname = "Fast Soul Vessel Shell"
name = "Anima Fragment"
desc = "Creates a large shell fitted for soul vessels. Adding an active soul vessel to it results in a powerful construct with decent health and slight regeneration, notable melee power, \
and exceptional speed, though taking damage will temporarily slow it down."
invocations = list("Call forth...", "...the soldiers of Armorer.")
channel_time = 80
consumed_components = list(BELLIGERENT_EYE = 2, VANGUARD_COGWHEEL = 2, REPLICANT_ALLOY = 4)
object_path = /obj/structure/destructible/clockwork/shell/fragment
creator_message = "<span class='brass'>You form an anima fragment, a powerful soul vessel receptacle.</span>"
observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that expands and forms into a strange shell!</span>"
usage_tip = "Useless without a soul vessel and should not be created without one."
tier = SCRIPTURE_APPLICATION
primary_component = REPLICANT_ALLOY
sort_priority = 4
quickbind = TRUE
quickbind_desc = "Creates a Fragment Shell, which produces an Anima Fragment when filled with a Soul Vessel."
//Sigil of Transmission: Creates a sigil of transmission that can store power for clockwork structures.
/datum/clockwork_scripture/create_object/sigil_of_transmission
descname = "Structure Battery"
name = "Sigil of Transmission"
desc = "Places a sigil that stores energy to power clockwork structures."
invocations = list("Divinity...", "...power our creations!")
channel_time = 70
consumed_components = list(VANGUARD_COGWHEEL = 2, GEIS_CAPACITOR = 2, HIEROPHANT_ANSIBLE = 4)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/transmission
creator_message = "<span class='brass'>A sigil silently appears below you. It will automatically power clockwork structures near it.</span>"
usage_tip = "Cyborgs can charge from this sigil by remaining over it for 5 seconds."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = HIEROPHANT_ANSIBLE
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Creates a Sigil of Transmission, which stores power for clockwork structures."
//Interdiction Lens: Creates a powerful totem that disables radios and cameras and drains power into nearby sigils of transmission.
/datum/clockwork_scripture/create_object/interdiction_lens
descname = "Structure, Area Sabotage, Power Generator"
name = "Interdiction Lens"
desc = "Creates a clockwork totem that sabotages nearby machinery and funnels drained power into nearby Sigils of Transmission or the area's APC."
invocations = list("May this totem...", "...shroud the false suns!")
channel_time = 80
consumed_components = list(BELLIGERENT_EYE = 5, REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 2)
object_path = /obj/structure/destructible/clockwork/powered/interdiction_lens
creator_message = "<span class='brass'>You form an interdiction lens, which disrupts cameras and radios and drains power.</span>"
observer_message = "<span class='warning'>A brass totem rises from the ground, a purple gem appearing in its center!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
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."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 6
quickbind = TRUE
quickbind_desc = "Creates an Interdiction Lens, which drains power into nearby Sigils of Transmission."
//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 = "Powered Structure, Area Denial"
name = "Mania Motor"
desc = "Creates a mania motor which causes minor damage and a variety of negative mental effects in nearby non-Servant humans, potentially up to and including conversion."
invocations = list("May this transmitter...", "...break the will of all who oppose us!")
channel_time = 80
consumed_components = list(GEIS_CAPACITOR = 5, REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 2)
object_path = /obj/structure/destructible/clockwork/powered/mania_motor
creator_message = "<span class='brass'>You form a mania motor, which causes minor damage and negative mental effects in non-Servants.</span>"
observer_message = "<span class='warning'>A two-pronged machine rises from the ground!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "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 causes minor damage and negative mental effects in non-Servants."
//Tinkerer's Daemon: Creates an efficient machine that rapidly produces components at a power cost.
/datum/clockwork_scripture/create_object/tinkerers_daemon
descname = "Powered 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 = 2, GEIS_CAPACITOR = 2, REPLICANT_ALLOY = 5)
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 GLOB.living_mob_list)
if(is_servant_of_ratvar(L))
servants++
if(servants * 0.2 < GLOB.clockwork_daemons)
to_chat(invoker, "<span class='nezbere'>\"Daemons are already disabled, making more of them would be a waste.\"</span>")
return FALSE
if(servants * 0.2 < GLOB.clockwork_daemons+1)
to_chat(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 = "Powered 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 = 2, VANGUARD_COGWHEEL = 2, HIEROPHANT_ANSIBLE = 5)
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 hanging 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 receive 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."