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cult_items.dm
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cult_items.dm
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/obj/item/tome
name = "arcane tome"
desc = "An old, dusty tome with frayed edges and a sinister-looking cover."
icon_state ="tome"
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
item_flags = ISWEAPON
/obj/item/melee/cultblade/dagger
name = "ritual dagger"
desc = "A strange dagger said to be used by sinister groups for \"preparing\" a corpse before sacrificing it to their dark gods."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "cultdagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
inhand_x_dimension = 32
inhand_y_dimension = 32
w_class = WEIGHT_CLASS_SMALL
block_power = 0
block_level = 0
block_flags = BLOCKING_ACTIVE | BLOCKING_NASTY
force = 15
throwforce = 12 // unlike normal daggers, this one is curved and not designed to be thrown
armour_penetration = 35
/obj/item/melee/cultblade/dagger/Initialize(mapload)
. = ..()
var/image/silicon_image = image(icon = 'icons/effects/blood.dmi' , icon_state = null, loc = src)
silicon_image.override = TRUE
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/silicons, "cult_dagger", silicon_image)
var/examine_text = {"Allows the scribing of blood runes of the cult of Nar'Sie.
Hitting a cult structure will unanchor or reanchor it. Cult Girders will be destroyed in a single blow.
Can be used to scrape blood runes away, removing any trace of them.
Striking another cultist with it will purge all holy water from them and transform it into unholy water.
Striking a noncultist, however, will tear their flesh."}
AddComponent(/datum/component/cult_ritual_item, "<span class='cult'>[examine_text]</span>")
/obj/item/melee/cultblade
name = "eldritch longsword"
desc = "A sword humming with unholy energy. It glows with a dim red light."
icon_state = "cultblade"
item_state = "cultblade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
sharpness = IS_SHARP
w_class = WEIGHT_CLASS_BULKY
block_level = 1
block_upgrade_walk = 1
block_flags = BLOCKING_ACTIVE | BLOCKING_NASTY
force = 30
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "ripped", "diced", "rended")
/obj/item/melee/cultblade/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, 40, 100)
/obj/item/melee/cultblade/attack(mob/living/target, mob/living/carbon/human/user)
if(!iscultist(user))
user.visible_message("<span class='warning'>[user] cringes as they strike [target]!</span>", \
"<span class='userdanger'>Your arm throbs and your brain hurts!</span>")
user.adjustStaminaLoss(rand(force/2,force))
user.adjustOrganLoss(ORGAN_SLOT_BRAIN, rand(force/10,force/2))
..()
/obj/item/melee/cultblade/ghost
name = "eldritch sword"
force = 19 //can't break normal airlocks
item_flags = NEEDS_PERMIT | DROPDEL | ISWEAPON
flags_1 = NONE
/obj/item/melee/cultblade/ghost/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/melee/cultblade/pickup(mob/living/user)
..()
if(!iscultist(user))
to_chat(user, "<span class='cultlarge'>\"I wouldn't advise that.\"</span>")
/obj/item/cult_bastard
name = "bloody bastard sword"
desc = "An enormous sword used by Nar'Sien cultists to rapidly harvest the souls of non-believers."
w_class = WEIGHT_CLASS_HUGE
attack_weight = 2
block_level = 1
block_upgrade_walk = 1
block_power = 50
block_flags = BLOCKING_ACTIVE | BLOCKING_NASTY | BLOCKING_PROJECTILE
throwforce = 20
force = 35
armour_penetration = 45
throw_speed = 1
throw_range = 3
sharpness = IS_SHARP
light_color = "#ff0000"
light_system = MOVABLE_LIGHT
light_range = 4
attack_verb = list("cleaved", "slashed", "tore", "hacked", "ripped", "diced", "carved")
icon_state = "cultbastard"
item_state = "cultbastard"
hitsound = 'sound/weapons/bladeslice.ogg'
lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
actions_types = list()
item_flags = SLOWS_WHILE_IN_HAND | ISWEAPON
var/datum/action/innate/dash/cult/jaunt
var/datum/action/innate/cult/spin2win/linked_action
var/spinning = FALSE
var/spin_cooldown = 250
var/dash_toggled = TRUE
/obj/item/cult_bastard/Initialize(mapload)
. = ..()
jaunt = new(src)
linked_action = new(src)
AddComponent(/datum/component/butchering, 50, 80)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
/obj/item/cult_bastard/Destroy()
QDEL_NULL(jaunt)
QDEL_NULL(linked_action)
return ..()
/obj/item/cult_bastard/examine(mob/user)
. = ..()
if(contents.len)
. += "<b>There are [contents.len] souls trapped within the sword's core.</b>"
else
. += "The sword appears to be quite lifeless."
/obj/item/cult_bastard/can_be_pulled(user)
return FALSE
/obj/item/cult_bastard/attack_self(mob/user)
dash_toggled = !dash_toggled
if(dash_toggled)
to_chat(loc, "<span class='notice'>You raise [src] and prepare to jaunt with it.</span>")
else
to_chat(loc, "<span class='notice'>You lower [src] and prepare to swing it normally.</span>")
/obj/item/cult_bastard/pickup(mob/living/user)
..()
if(!iscultist(user))
to_chat(user, "<span class='cultlarge'>\"I wouldn't advise that.\"</span>")
force = 5
return
force = initial(force)
jaunt.Grant(user, src)
linked_action.Grant(user, src)
user.update_icons()
/obj/item/cult_bastard/dropped(mob/user)
..()
linked_action.Remove(user)
jaunt.Remove(user)
user.update_icons()
/obj/item/cult_bastard/IsReflect()
if(spinning)
playsound(src, pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg', 'sound/weapons/effects/ric3.ogg', 'sound/weapons/effects/ric4.ogg', 'sound/weapons/effects/ric5.ogg'), 100, TRUE)
return TRUE
else
..()
/obj/item/cult_bastard/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(prob(final_block_chance))
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message("<span class='danger'>[owner] deflects [attack_text] with [src]!</span>")
playsound(src, pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg', 'sound/weapons/effects/ric3.ogg', 'sound/weapons/effects/ric4.ogg', 'sound/weapons/effects/ric5.ogg'), 100, 1)
return TRUE
else
playsound(src, 'sound/weapons/parry.ogg', 75, 1)
owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
return TRUE
return FALSE
/obj/item/cult_bastard/afterattack(atom/target, mob/user, proximity, click_parameters)
. = ..()
if(dash_toggled && !proximity)
jaunt.Teleport(user, target)
return
if(proximity)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.stat != CONSCIOUS)
var/obj/item/soulstone/SS = new /obj/item/soulstone(src)
SS.attack(H, user)
if(!LAZYLEN(SS.contents))
qdel(SS)
if(istype(target, /obj/structure/constructshell) && contents.len)
var/obj/item/soulstone/SS = contents[1]
if(istype(SS))
SS.transfer_soul("CONSTRUCT",target,user)
qdel(SS)
/datum/action/innate/dash/cult
name = "Rend the Veil"
desc = "Use the sword to shear open the flimsy fabric of this reality and teleport to your target."
icon_icon = 'icons/mob/actions/actions_cult.dmi'
button_icon_state = "phaseshift"
dash_sound = 'sound/magic/enter_blood.ogg'
recharge_sound = 'sound/magic/exit_blood.ogg'
beam_effect = "sendbeam"
phasein = /obj/effect/temp_visual/dir_setting/cult/phase
phaseout = /obj/effect/temp_visual/dir_setting/cult/phase/out
/datum/action/innate/dash/cult/IsAvailable()
if(iscultist(owner) && current_charges)
return TRUE
else
return FALSE
/datum/action/innate/cult/spin2win
name = "Geometer's Fury"
desc = "You draw on the power of the sword's ancient runes, spinning it wildly around you as you become immune to most attacks."
background_icon_state = "bg_demon"
button_icon_state = "sintouch"
var/cooldown = 0
var/mob/living/carbon/human/holder
var/obj/item/cult_bastard/sword
/datum/action/innate/cult/spin2win/Grant(mob/user, obj/bastard)
. = ..()
sword = bastard
holder = user
/datum/action/innate/cult/spin2win/IsAvailable()
if(iscultist(holder) && cooldown <= world.time)
return TRUE
else
return FALSE
/datum/action/innate/cult/spin2win/Activate()
cooldown = world.time + sword.spin_cooldown
holder.changeNext_move(50)
holder.apply_status_effect(/datum/status_effect/sword_spin)
sword.spinning = TRUE
sword.block_level = 4
sword.slowdown += 1.5
addtimer(CALLBACK(src, PROC_REF(stop_spinning)), 50)
holder.update_action_buttons_icon()
/datum/action/innate/cult/spin2win/proc/stop_spinning()
sword.spinning = FALSE
sword.block_level = 1
sword.slowdown -= 1.5
sleep(sword.spin_cooldown)
holder.update_action_buttons_icon()
/obj/item/restraints/legcuffs/bola/cult
name = "\improper Nar'Sien bola"
desc = "A strong bola, bound with dark magic that allows it to pass harmlessly through Nar'Sien cultists. Throw it to trip and slow your victim."
icon_state = "bola_cult"
item_state = "bola_cult"
breakouttime = 60
knockdown = 20
/obj/item/restraints/legcuffs/bola/cult/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(iscultist(hit_atom))
return
if(ismob(hit_atom))
var/mob/M = hit_atom
if(M.anti_magic_check(holy = TRUE))
M.visible_message("[src] passes right through [M]!")
return
. = ..()
/obj/item/clothing/head/culthood
name = "ancient cultist hood"
icon_state = "culthood"
desc = "A torn, dust-caked hood. Strange letters line the inside."
flags_inv = HIDEFACE|HIDEHAIR|HIDEEARS
flags_cover = HEADCOVERSEYES
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10, STAMINA = 40)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
/obj/item/clothing/suit/cultrobes
name = "ancient cultist robes"
desc = "A ragged, dusty set of robes. Strange letters line the inside."
icon_state = "cultrobes"
item_state = "cultrobes"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10, STAMINA = 40)
flags_inv = HIDEJUMPSUIT
cold_protection = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
/obj/item/clothing/head/culthood/alt
name = "cultist hood"
desc = "An armored hood worn by the followers of Nar'Sie."
icon_state = "cult_hoodalt"
item_state = "cult_hoodalt"
/obj/item/clothing/head/culthood/alt/ghost
item_flags = DROPDEL
/obj/item/clothing/head/culthood/alt/ghost/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/clothing/suit/cultrobes/alt
name = "cultist robes"
desc = "An armored set of robes worn by the followers of Nar'Sie."
icon_state = "cultrobesalt"
item_state = "cultrobesalt"
/obj/item/clothing/suit/cultrobes/alt/ghost
item_flags = DROPDEL
/obj/item/clothing/suit/cultrobes/alt/ghost/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/clothing/head/magus
name = "magus helm"
icon_state = "magus"
item_state = "magus"
desc = "A helm worn by the followers of Nar'Sie."
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES|HIDESNOUT
armor = list(MELEE = 50, BULLET = 30, LASER = 50, ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10, STAMINA = 50)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/suit/magusred
name = "magus robes"
desc = "A set of armored robes worn by the followers of Nar'Sie."
icon_state = "magusred"
item_state = "magusred"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list(MELEE = 50, BULLET = 30, LASER = 50, ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10, STAMINA = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/head/helmet/space/hardsuit/cult
name = "\improper Nar'Sien hardened helmet"
desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It is reinforced by hard vacuum."
icon_state = "cult_helmet"
item_state = "cult_helmet"
armor = list(MELEE = 70, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75, STAMINA = 50)
light_system = NO_LIGHT_SUPPORT
actions_types = list()
high_pressure_multiplier = 0.5
/obj/item/clothing/suit/space/hardsuit/cult
name = "\improper Nar'Sien hardened armor"
icon_state = "cult_armor"
item_state = "cult_armor"
desc = "A heavily-armored exosuit worn by warriors of the Nar'Sien cult."
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals/)
armor = list(MELEE = 70, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75, STAMINA = 50)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cult
/obj/item/sharpener/cult
name = "eldritch whetstone"
desc = "A block, empowered by dark magic. Sharp weapons will be enhanced when used on the stone."
icon_state = "cult_sharpener"
used = 0
increment = 5
max = 40
prefix = "darkened"
/obj/item/sharpener/cult/update_icon()
icon_state = "cult_sharpener[used ? "_used" : ""]"
/obj/item/clothing/suit/hooded/cultrobes/cult_shield
name = "empowered cultist armor"
desc = "Empowered armor which creates a powerful shield around the user."
icon_state = "cult_armor"
item_state = "cult_armor"
w_class = WEIGHT_CLASS_BULKY
armor = list(MELEE = 40, BULLET = 30, LASER = 40, ENERGY = 30, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60, STAMINA = 40)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/Initialize()
. = ..()
// note that these charges don't regenerate
AddComponent(/datum/component/shielded, recharge_start_delay = 0, shield_icon_file = 'icons/effects/cult_effects.dmi', shield_icon = "shield-cult", run_hit_callback = CALLBACK(src, PROC_REF(shield_damaged)))
/// A proc for callback when the shield breaks, since cult robes are stupid and have different effects
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/proc/shield_damaged(mob/living/wearer, attack_text, new_current_charges)
wearer.visible_message("<span class='danger'>[wearer]'s robes neutralize [attack_text] in a burst of blood-red sparks!</span>")
new /obj/effect/temp_visual/cult/sparks(get_turf(wearer))
if(new_current_charges == 0)
wearer.visible_message("<span class='danger'>The runed shield around [wearer] suddenly disappears!</span>")
/obj/item/clothing/head/hooded/cult_hoodie
name = "empowered cultist helmet"
desc = "Empowered helmet which creates a powerful shield around the user."
icon_state = "cult_hoodalt"
armor = list(MELEE = 40, BULLET = 30, LASER = 40, ENERGY = 30, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60, STAMINA = 40)
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/equipped(mob/living/user, slot)
..()
if(!iscultist(user))
to_chat(user, "<span class='cultlarge'>\"I wouldn't advise that.\"</span>")
to_chat(user, "<span class='warning'>An overwhelming sense of nausea overpowers you!</span>")
user.dropItemToGround(src, TRUE)
user.Dizzy(30)
user.Paralyze(100)
/obj/item/clothing/suit/hooded/cultrobes/berserker
name = "flagellant's robes"
desc = "Blood-soaked robes infused with dark magic; allows the user to move at inhuman speeds, but at the cost of increased damage."
icon_state = "cultrobes"
item_state = "cultrobes"
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
armor = list(MELEE = -45, BULLET = -45, LASER = -45, ENERGY = -45, BOMB = -45, BIO = -45, RAD = -45, FIRE = 0, ACID = 0, STAMINA = 40)
slowdown = -0.6
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
/obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
name = "flagellant's hood"
desc = "Blood-soaked hood infused with dark magic."
icon_state = "culthood"
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, STAMINA = 0)
/obj/item/clothing/suit/hooded/cultrobes/berserker/equipped(mob/living/user, slot)
..()
if(!iscultist(user))
to_chat(user, "<span class='cultlarge'>\"I wouldn't advise that.\"</span>")
to_chat(user, "<span class='warning'>An overwhelming sense of nausea overpowers you!</span>")
user.dropItemToGround(src, TRUE)
user.Dizzy(30)
user.Paralyze(100)
/obj/item/clothing/glasses/hud/health/night/cultblind
desc = "may Nar'Sie guide you through the darkness and shield you from the light."
name = "zealot's blindfold"
icon_state = "blindfold"
item_state = "blindfold"
flash_protect = 1
vision_correction = 1
/obj/item/clothing/glasses/hud/health/night/cultblind/equipped(mob/living/user, slot)
..()
if(!iscultist(user))
to_chat(user, "<span class='cultlarge'>\"You want to be blind, do you?\"</span>")
user.dropItemToGround(src, TRUE)
user.Dizzy(30)
user.Paralyze(100)
user.blind_eyes(30)
/obj/item/reagent_containers/glass/beaker/unholywater
name = "flask of unholy water"
desc = "Toxic to nonbelievers; reinvigorating to the faithful - this flask may be sipped or thrown."
icon = 'icons/obj/drinks.dmi'
icon_state = "holyflask"
color = "#333333"
list_reagents = list(/datum/reagent/fuel/unholywater = 50)
/obj/item/shuttle_curse
name = "cursed orb"
desc = "You peer within this smokey orb and glimpse terrible fates befalling the escape shuttle."
icon = 'icons/obj/cult.dmi'
icon_state ="shuttlecurse"
var/static/curselimit = 0
/obj/item/shuttle_curse/attack_self(mob/living/user)
if(!iscultist(user))
user.dropItemToGround(src, TRUE)
user.Paralyze(100)
to_chat(user, "<span class='warning'>A powerful force shoves you away from [src]!</span>")
return
if(curselimit > 1)
to_chat(user, "<span class='notice'>We have exhausted our ability to curse the shuttle.</span>")
return
if(locate(/obj/eldritch/narsie) in GLOB.poi_list)
to_chat(user, "<span class='warning'>Nar'Sie is already on this plane, there is no delaying the end of all things.</span>")
return
if(SSshuttle.emergency.mode == SHUTTLE_CALL)
var/cursetime = 1800
var/timer = SSshuttle.emergency.timeLeft(1) + cursetime
var/security_num = seclevel2num(get_security_level())
var/set_coefficient = 1
switch(security_num)
if(SEC_LEVEL_GREEN)
set_coefficient = 2
if(SEC_LEVEL_BLUE)
set_coefficient = 1
else
set_coefficient = 0.5
var/surplus = timer - (SSshuttle.emergencyCallTime * set_coefficient)
SSshuttle.emergency.setTimer(timer)
if(surplus > 0)
SSshuttle.block_recall(surplus)
to_chat(user, "<span class='danger'>You shatter the orb! A dark essence spirals into the air, then disappears.</span>")
playsound(user.loc, 'sound/effects/glassbr1.ogg', 50, 1)
qdel(src)
sleep(20)
var/static/list/curses
if(!curses)
curses = list("A fuel technician just slit his own throat and begged for death.",
"The shuttle's navigation programming was replaced by a file containing just two words: IT COMES.",
"The shuttle's custodian was found washing the windows with their own blood.",
"A shuttle engineer began screaming 'DEATH IS NOT THE END' and ripped out wires until an arc flash seared off her flesh.",
"A shuttle inspector started laughing madly over the radio and then threw herself into an engine turbine.",
"The shuttle dispatcher was found dead with bloody symbols carved into their flesh.",
"The shuttle's transponder is emitting the encoded message 'FEAR THE OLD BLOOD' in lieu of its assigned identification signal.")
var/message = pick_n_take(curses)
message += " The shuttle will be delayed by three minutes."
priority_announce("[message]", "System Failure", 'sound/misc/notice1.ogg')
curselimit++
/obj/item/cult_shift
name = "veil shifter"
desc = "This relic instantly teleports you, and anything you're pulling, forward by a moderate distance."
icon = 'icons/obj/cult.dmi'
icon_state ="shifter"
var/uses = 4
/obj/item/cult_shift/examine(mob/user)
. = ..()
if(uses)
. += "<span class='cult'>It has [uses] use\s remaining.</span>"
else
. += "<span class='cult'>It seems drained.</span>"
/obj/item/cult_shift/proc/handle_teleport_grab(turf/T, mob/user)
var/mob/living/carbon/C = user
if(C.pulling)
var/atom/movable/pulled = C.pulling
do_teleport(pulled, T, channel = TELEPORT_CHANNEL_CULT)
. = pulled
/obj/item/cult_shift/attack_self(mob/user)
if(!uses || !iscarbon(user))
to_chat(user, "<span class='warning'>\The [src] is dull and unmoving in your hands.</span>")
return
if(!iscultist(user))
user.dropItemToGround(src, TRUE)
step(src, pick(GLOB.alldirs))
to_chat(user, "<span class='warning'>\The [src] flickers out of your hands, your connection to this dimension is too strong!</span>")
return
var/mob/living/carbon/C = user
var/turf/mobloc = get_turf(C)
var/turf/destination = get_teleport_loc(mobloc,C,9,1,0,3,1,0,1)
if(destination)
uses--
if(uses <= 0)
icon_state ="shifter_drained"
playsound(mobloc, "sparks", 50, 1)
new /obj/effect/temp_visual/dir_setting/cult/phase/out(mobloc, C.dir)
var/atom/movable/pulled = handle_teleport_grab(destination, C)
if(do_teleport(C, destination, channel = TELEPORT_CHANNEL_CULT))
if(pulled)
C.start_pulling(pulled) //forcemove resets pulls, so we need to re-pull
new /obj/effect/temp_visual/dir_setting/cult/phase(destination, C.dir)
playsound(destination, 'sound/effects/phasein.ogg', 25, 1)
playsound(destination, "sparks", 50, 1)
else
to_chat(C, "<span class='danger'>The veil cannot be torn here!</span>")
/obj/item/flashlight/flare/culttorch
name = "void torch"
desc = "Used by veteran cultists to instantly transport items to their needful brethren."
w_class = WEIGHT_CLASS_SMALL
light_range = 1
icon_state = "torch"
item_state = "torch"
color = "#ff0000"
on_damage = 15
slot_flags = null
on = TRUE
var/charges = 5
/obj/item/flashlight/flare/culttorch/afterattack(atom/movable/A, mob/user, proximity)
if(!proximity)
return
if(!iscultist(user))
to_chat(user, "That doesn't seem to do anything useful.")
return
if(istype(A, /obj/item))
var/list/cultists = list()
for(var/datum/mind/M in SSticker.mode.cult)
if(M.current && M.current.stat != DEAD)
cultists |= M.current
var/mob/living/cultist_to_receive = input(user, "Who do you wish to call to [src]?", "Followers of the Geometer") as null|anything in (cultists - user)
if(!Adjacent(user) || !src || QDELETED(src) || user.incapacitated())
return
if(!cultist_to_receive)
to_chat(user, "<span class='cult italic'>You require a destination!</span>")
log_game("Void torch failed - no target")
return
if(cultist_to_receive.stat == DEAD)
to_chat(user, "<span class='cult italic'>[cultist_to_receive] has died!</span>")
log_game("Void torch failed - target died")
return
if(!iscultist(cultist_to_receive))
to_chat(user, "<span class='cult italic'>[cultist_to_receive] is not a follower of the Geometer!</span>")
log_game("Void torch failed - target was deconverted")
return
if(A in user.GetAllContents())
to_chat(user, "<span class='cult italic'>[A] must be on a surface in order to teleport it!</span>")
return
to_chat(user, "<span class='cult italic'>You ignite [A] with \the [src], turning it to ash, but through the torch's flames you see that [A] has reached [cultist_to_receive]!")
cultist_to_receive.put_in_hands(A)
charges--
to_chat(user, "\The [src] now has [charges] charge\s.")
if(charges == 0)
qdel(src)
else
..()
to_chat(user, "<span class='warning'>\The [src] can only transport items!</span>")
/obj/item/cult_spear
name = "blood halberd"
desc = "A sickening spear composed entirely of crystallized blood."
icon_state = "bloodspear0"
lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
slot_flags = 0
force = 17
throwforce = 40
throw_speed = 2
armour_penetration = 30
block_upgrade_walk = 1
attack_verb = list("attacked", "impaled", "stabbed", "tore", "gored")
sharpness = IS_SHARP
hitsound = 'sound/weapons/bladeslice.ogg'
var/datum/action/innate/cult/spear/spear_act
/obj/item/cult_spear/Initialize(mapload)
. = ..()
/obj/item/cult_spear/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 100, 90)
AddComponent(/datum/component/two_handed, force_unwielded=17, force_wielded=24, icon_wielded="bloodspear1")
/obj/item/cult_spear/update_icon()
icon_state = "bloodspear0"
..()
/obj/item/cult_spear/Destroy()
if(spear_act)
qdel(spear_act)
..()
/obj/item/cult_spear/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
var/turf/T = get_turf(hit_atom)
if(isliving(hit_atom))
var/mob/living/L = hit_atom
if(iscultist(L))
playsound(src, 'sound/weapons/throwtap.ogg', 50)
if(L.put_in_active_hand(src))
L.visible_message("<span class='warning'>[L] catches [src] out of the air!</span>")
else
L.visible_message("<span class='warning'>[src] bounces off of [L], as if repelled by an unseen force!</span>")
else if(!..())
if(!L.anti_magic_check(magic=FALSE,holy=TRUE))
L.Knockdown(50)
break_spear(T)
else
..()
/obj/item/cult_spear/proc/break_spear(turf/T)
if(src)
if(!T)
T = get_turf(src)
if(T)
T.visible_message("<span class='warning'>[src] shatters and melts back into blood!</span>")
new /obj/effect/temp_visual/cult/sparks(T)
new /obj/effect/decal/cleanable/blood/splatter(T)
playsound(T, 'sound/effects/glassbr3.ogg', 100)
qdel(src)
/obj/item/cult_spear/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(ISWIELDED(src))
final_block_chance *= 2
if(prob(final_block_chance))
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message("<span class='danger'>[owner] deflects [attack_text] with [src]!</span>")
playsound(src, pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg', 'sound/weapons/effects/ric3.ogg', 'sound/weapons/effects/ric4.ogg', 'sound/weapons/effects/ric5.ogg'), 100, 1)
return TRUE
else
playsound(src, 'sound/weapons/parry.ogg', 100, 1)
owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
return TRUE
return FALSE
/datum/action/innate/cult/spear
name = "Bloody Bond"
desc = "Call the blood spear back to your hand!"
background_icon_state = "bg_demon"
button_icon_state = "bloodspear"
var/obj/item/cult_spear/spear
var/cooldown = 0
/datum/action/innate/cult/spear/Grant(mob/user, obj/blood_spear)
. = ..()
spear = blood_spear
button.screen_loc = "6:157,4:-2"
button.moved = "6:157,4:-2"
/datum/action/innate/cult/spear/Activate()
if(owner == spear.loc || cooldown > world.time)
return
var/ST = get_turf(spear)
var/OT = get_turf(owner)
if(get_dist(OT, ST) > 10)
to_chat(owner,"<span class='cult'>The spear is too far away!</span>")
else
cooldown = world.time + 20
if(isliving(spear.loc))
var/mob/living/L = spear.loc
L.dropItemToGround(spear)
L.visible_message("<span class='warning'>An unseen force pulls the blood spear from [L]'s hands!</span>")
spear.throw_at(owner, 10, 2, owner)
/obj/item/gun/ballistic/rifle/boltaction/enchanted/arcane_barrage/blood
name = "blood bolt barrage"
desc = "Blood for blood."
color = "#ff0000"
guns_left = 24
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage/blood
fire_sound = 'sound/magic/wand_teleport.ogg'
weapon_weight = WEAPON_LIGHT
/obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage/blood
ammo_type = /obj/item/ammo_casing/magic/arcane_barrage/blood
/obj/item/ammo_casing/magic/arcane_barrage/blood
projectile_type = /obj/item/projectile/magic/arcane_barrage/blood
firing_effect_type = /obj/effect/temp_visual/cult/sparks
/obj/item/projectile/magic/arcane_barrage/blood
name = "blood bolt"
icon_state = "mini_leaper"
nondirectional_sprite = TRUE
damage_type = BRUTE
impact_effect_type = /obj/effect/temp_visual/dir_setting/bloodsplatter
/obj/item/projectile/magic/arcane_barrage/blood/Bump(atom/target)
var/turf/T = get_turf(target)
playsound(T, 'sound/effects/splat.ogg', 50, TRUE)
if(iscultist(target))
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.stat != DEAD)
H.reagents.add_reagent(/datum/reagent/fuel/unholywater, 4)
if(isshade(target) || isconstruct(target))
var/mob/living/simple_animal/M = target
if(M.health+5 < M.maxHealth)
M.adjustHealth(-5)
new /obj/effect/temp_visual/cult/sparks(T)
qdel(src)
else
..()
/obj/item/blood_beam
name = "\improper magical aura"
desc = "Sinister looking aura that distorts the flow of reality around it."
icon = 'icons/obj/items_and_weapons.dmi'
lefthand_file = 'icons/mob/inhands/misc/touchspell_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/touchspell_righthand.dmi'
icon_state = "disintegrate"
item_state = "disintegrate"
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
throwforce = 0
throw_range = 0
throw_speed = 0
var/charging = FALSE
var/firing = FALSE
var/angle
/obj/item/blood_beam/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/blood_beam/afterattack(atom/A, mob/living/user, flag, params)
. = ..()
if(firing || charging)
return
var/C = user.client
if(ishuman(user) && C)
angle = get_angle(get_turf(src), get_turf(A))
else
qdel(src)
return
charging = TRUE
INVOKE_ASYNC(src, PROC_REF(charge), user)
if(do_after(user, 90, target = user))
firing = TRUE
INVOKE_ASYNC(src, PROC_REF(pewpew), user, params)
var/obj/structure/emergency_shield/invoker/N = new(user.loc)
if(do_after(user, 90, target = user))
user.Paralyze(40)
to_chat(user, "<span class='cult italic'>You have exhausted the power of this spell!</span>")
firing = FALSE
if(N)
qdel(N)
qdel(src)
charging = FALSE
/obj/item/blood_beam/proc/charge(mob/user)
var/obj/O
playsound(src, 'sound/magic/lightning_chargeup.ogg', 100, 1)
for(var/i in 1 to 12)
if(!charging)
break
if(i > 1)
sleep(15)
if(i < 4)
O = new /obj/effect/temp_visual/cult/rune_spawn/rune1/inner(user.loc, 30, "#ff0000")
else
O = new /obj/effect/temp_visual/cult/rune_spawn/rune5(user.loc, 30, "#ff0000")
new /obj/effect/temp_visual/dir_setting/cult/phase/out(user.loc, user.dir)
if(O)
qdel(O)
/obj/item/blood_beam/proc/pewpew(mob/user, params)
var/turf/targets_from = get_turf(src)
var/spread = 40
var/second = FALSE
var/set_angle = angle
for(var/i in 1 to 12)
if(second)
set_angle = angle - spread
spread -= 8
else
sleep(15)
set_angle = angle + spread
second = !second //Handles beam firing in pairs
if(!firing)
break
playsound(src, 'sound/magic/exit_blood.ogg', 75, 1)
new /obj/effect/temp_visual/dir_setting/cult/phase(user.loc, user.dir)
var/turf/temp_target = get_turf_in_angle(set_angle, targets_from, 40)
for(var/turf/T in getline(targets_from,temp_target))
if (T.is_holy())
temp_target = T
playsound(T, 'sound/machines/clockcult/ark_damage.ogg', 50, 1)
new /obj/effect/temp_visual/at_shield(T, T)
break
T.narsie_act(TRUE, TRUE)
for(var/mob/living/target in T.contents)
if(iscultist(target))
new /obj/effect/temp_visual/cult/sparks(T)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.stat != DEAD)
H.reagents.add_reagent(/datum/reagent/fuel/unholywater, 7)
if(isshade(target) || isconstruct(target))
var/mob/living/simple_animal/M = target
if(M.health+15 < M.maxHealth)
M.adjustHealth(-15)
else
M.health = M.maxHealth
else
var/mob/living/L = target
if(L.density)
L.Paralyze(20)
L.adjustBruteLoss(45)
playsound(L, 'sound/hallucinations/wail.ogg', 50, 1)
L.emote("scream")
var/datum/beam/current_beam = new(user,temp_target,time=7,beam_icon_state="blood_beam",btype=/obj/effect/ebeam/blood)
INVOKE_ASYNC(current_beam, TYPE_PROC_REF(/datum/beam, Start))
/obj/effect/ebeam/blood
name = "blood beam"
/obj/item/shield/mirror
name = "mirror shield"
desc = "An infamous shield used by Nar'Sien sects to confuse and disorient their enemies. Its edges are weighted for use as a throwing weapon - capable of disabling multiple foes with preternatural accuracy."
icon_state = "mirror_shield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
force = 5
throwforce = 15
throw_speed = 1
throw_range = 4
max_integrity = 50
w_class = WEIGHT_CLASS_BULKY
block_flags = BLOCKING_PROJECTILE
attack_verb = list("bumped", "prodded")
hitsound = 'sound/weapons/smash.ogg'
var/illusions = 4
/obj/item/shield/mirror/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(iscultist(owner))
. = ..()
if(.)
if(illusions > 0)
illusions--
if(prob(60))
var/mob/living/simple_animal/hostile/illusion/M = new(owner.loc)
M.faction = list("cult")
M.Copy_Parent(owner, 70, 10, 5)
M.move_to_delay = owner.movement_delay()
else
var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
E.Copy_Parent(owner, 70, 10)
E.GiveTarget(owner)
E.Goto(owner, owner.movement_delay(), E.minimum_distance)
return TRUE
else
if(prob(50))
var/mob/living/simple_animal/hostile/illusion/H = new(owner.loc)
H.Copy_Parent(owner, 100, 20, 5)
H.faction = list("cult")
H.GiveTarget(owner)
H.move_to_delay = owner.movement_delay()
to_chat(owner, "<span class='danger'><b>[src] betrays you!</b></span>")
return FALSE
/obj/item/shield/mirror/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
var/turf/T = get_turf(hit_atom)
var/datum/thrownthing/D = throwingdatum
if(isliving(hit_atom))
var/mob/living/L = hit_atom
if(iscultist(L))
playsound(src, 'sound/weapons/throwtap.ogg', 50)
if(L.put_in_active_hand(src))
L.visible_message("<span class='warning'>[L] catches [src] out of the air!</span>")
else
L.visible_message("<span class='warning'>[src] bounces off of [L], as if repelled by an unseen force!</span>")
else if(!..())
if(!L.anti_magic_check(magic=FALSE,holy=TRUE))
L.Knockdown(30)
if(D?.thrower)
for(var/mob/living/Next in orange(2, T))
if(!Next.density || iscultist(Next))
continue
throw_at(Next, 3, 1, D.thrower)
return
throw_at(D.thrower, 7, 1, null)
else
..()