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Cult Pass:This is why we cannot have nice things #7345
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MY CUP RUNNETH OVER! WITH BLOOOOOOOOOOOOD! |
code/game/gamemodes/cult/talisman.dm
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H.equip_to_slot(new /obj/item/clothing/head/helmet/space/eva/plasmaman/cultist(H), slot_head) | ||
else | ||
H.equip_to_slot_or_del(new /obj/item/clothing/suit/hooded/cultrobes/alt(user), slot_wear_suit) | ||
H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/cultpack(user), slot_back) |
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Why would you disallow Plasmamen from using the cultbackpack?
Explain this deathcult to me. Is it like the firecult, some different faction of magic and mayhem? Cult PRs always seem to confuse me or I miss details |
will add some suggested changes when i can. and deathcult s just another theme. |
Maybe just three manifested ghost limit? |
New balance change: |
Added: |
Can you fix the issue where sacrifices don't complete the cult sac objective? |
code/game/gamemodes/cult/runes.dm
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@@ -316,6 +319,12 @@ var/list/teleport_runes = list() | |||
to_chat(user, "<span class='cult'>You[moveuserlater ? "r vision blurs, and you suddenly appear somewhere else":" send everything above the rune away"].</span>") | |||
if(moveuserlater) | |||
user.forceMove(get_turf(actual_selected_rune)) | |||
user.apply_damage(6, BRUTE) | |||
var/mob/living/carbon/human/H = user | |||
if(user.z != T.z) |
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Maybe have extra damage for people who are teleporting to/from deep space? (IE: not station or mining zlevels)
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Thats really what that check is. i think theres a specific check i can pull.
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My point is: there's a difference between a cult base on the mining or science outpost (which is discoverable/raidable) and one in deep space (which isn't typically findable, let alone attackable).
The code for teleport runes should distinguish between the two. The former should have a substantial penalty. The latter should have a severe penalty... or cults will just continue creating their bases in places like the white ship, where they're functionally invincible.
code/game/gamemodes/cult/runes.dm
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@@ -818,7 +838,7 @@ var/list/teleport_runes = list() | |||
"<span class='cultitalic'>You channel your life energy into [src], [density ? "preventing" : "allowing"] passage above it.</span>") | |||
if(iscarbon(user)) | |||
var/mob/living/carbon/C = user | |||
C.apply_damage(2, BRUTE, pick("l_arm", "r_arm")) | |||
C.apply_damage(4, BRUTE, pick("l_arm", "r_arm")) | |||
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//Rite of Joined Souls: Summons a single cultist. |
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Maybe stop this working if the cultist is cuffed?
We've had issues with teleporting cultists that we have to lethal to subdue. It sucks when a cultist is cuffed, chaired in the brig - and they just get teleported out.
If you're going to make summon cultist not work for cuffed cultists then you need to re-add the break cuffs rune from oldcult. Not being able to summon cultists at all if they're cuffed (which is quick and easy to do) is a huge change. There are many undocumented changes: Also why did you make golems not be able to be converted? Seriously these are a lot of nerfs in one big PR |
I'd be fine with adding a rune that breaks cultists out of cuffs. That said, the cult shouldn't be able to instantly teleport a cuffed person out of processing with no warning or possibly for any of the officers standing next to them to do anything about it. That sort of teleporting just leads to people declaring all cultists kill-on-sight, as it is literally impossible to keep them contained. |
name = "plasmaman cultist armor" | ||
icon_state = "plasmaman_cult" | ||
item_state = "plasmaman_cult" | ||
desc = "A bulky suit of armour, menacing with red energy. It looks like it would fit a plasmaman." |
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sadly it should be armor
not armour
name = "plasmaman cultist helmet" | ||
icon_state = "plasmamanCult_helmet0" | ||
base_state = "plasmamanCult_helmet" | ||
desc = "A helmet designed by the followers of Nar-Sie. It glows menacingly with unearthly flames." |
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Is this unavailable for Pyr'Kaus? If so then its fine, otherwise should de-specify, or have it reference a set var like [station_name()]
does
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ahah! [ticker.mode.cultdat.entity_title3]
?
@@ -54,6 +54,9 @@ | |||
to_chat(user, "<span class='notice'>\The [src] is [anchored ? "":"not "]secured to the floor.</span>") | |||
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/obj/structure/cult/functional/attackby(obj/I, mob/user, params) | |||
if(HULK in user.mutations) | |||
to_chat(user, "<span class='danger'>\"You cannot seem to manipulate this structure with your bulky hands!\"</span>") |
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the "
makes it seem as though the God is saying it? or whats this for? Probably shouldn't be there?
code/game/gamemodes/cult/runes.dm
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@@ -366,11 +381,11 @@ var/list/teleport_runes = list() | |||
//Rite of Tribute: Sacrifices a crew member to Nar-Sie. Places them into a soul shard if they're in their body. | |||
/obj/effect/rune/sacrifice | |||
cultist_name = "Rite of Tribute" | |||
cultist_desc = "sacrifices a crew member to your god. May place them into a soul shard if their spirit remains in their body." | |||
cultist_desc = "sacrifices a crew member to your god. May place them into a soul shard if their spirit remains in their body. Target must be alive." |
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Capitalise the first word.
Second is a fragment. Start with It may
?
code/game/gamemodes/cult/runes.dm
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rune_in_use = 0 | ||
return | ||
if(offering.stat == DEAD) | ||
for(var/M in invokers) | ||
to_chat(M, "<span class='cultitalic'>[offering] is no use to our lord dead!</span>") |
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capitalise Lord
code/game/gamemodes/cult/runes.dm
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if(do_after(user, summontime, target = loc)) | ||
cultist_to_summon.visible_message("<span class='warning'>[cultist_to_summon] suddenly disappears in a flash of red light!</span>", \ | ||
"<span class='cultitalic'><b>Overwhelming vertigo consumes you as you are hurled through the air!</b></span>") | ||
visible_message("<span class='warning'>A foggy shape materializes atop [src] and solidifes into [cultist_to_summon]!</span>") |
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solidifies
not solidifes
code/game/gamemodes/cult/runes.dm
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@@ -1002,6 +1049,7 @@ var/list/teleport_runes = list() | |||
for(var/obj/I in new_human) | |||
new_human.unEquip(I) | |||
summoned_guys -= new_human | |||
ghosts -- |
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if you do ghosts++
at least do ghost--
without the space to keep it consistent...
@@ -262,7 +262,7 @@ | |||
T.health = T.maxHealth | |||
T.faction |= "\ref[U]" | |||
C.icon_state = "soulstone2" | |||
to_chat(T, "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form") | |||
to_chat(T, "<span class='cult'>Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form</span>") |
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Missing a fullstop / period at the end of the sentence. .
Left feedback. If those are fixed the only pedantic note left from me is consistency in the changelog with spaces after the 👍 |
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blep
to_chat(cult_mind.current, "<span class='cult'>You and your acolytes have succeeded in preparing the station for the ultimate ritual!</span>") | ||
to_chat(cult_mind.current, "<B>Objective #[current_objective]</B>: [explanation]") | ||
cult_mind.memory += "<B>Objective #[current_objective]</B>: [explanation]<BR>" | ||
if(cult_mind) |
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this is inside a typed loop, it shouldn't ever be null
to_chat(cult_mind.current, "<span class='cult'>You and your acolytes suddenly feel the urge to do your best, but survive!</span>") | ||
to_chat(cult_mind.current, "<B>Objective Survive</B>: [explanation]") | ||
cult_mind.memory += "<B>Objective Survive</B>: [explanation]<BR>" | ||
if(cult_mind) |
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Inside a typed loop, shouldn't be null
to_chat(cult_mind.current, "<span class='cult'>You and your acolytes have completed your task, but this place requires yet more preparation!</span>") | ||
to_chat(cult_mind.current, "<B>Objective #[current_objective]</B>: [explanation]") | ||
cult_mind.memory += "<B>Objective #[current_objective]</B>: [explanation]<BR>" | ||
if(cult_mind) |
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Inside a typed loop, shouldn't be null
if("massacre") | ||
explanation = "[ticker.mode.cultdat.entity_name] wants to watch you as you massacre the remaining humans on the station (until less than [massacre_target] humans are left alive)." | ||
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for(var/datum/mind/cult_mind in cult) | ||
to_chat(cult_mind.current, "<B>Objective #[current_objective]</B>: [explanation]") | ||
cult_mind.memory += "<B>Objective #[current_objective]</B>: [explanation]<BR>" | ||
if(cult_mind) |
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inside a typed loop, shouldn't be null
code/game/gamemodes/cult/runes.dm
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rune_in_use = 0 | ||
return | ||
if(offering.stat == DEAD) |
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Ah, this raises 2 issues:
First, what if a sacrifice target dies? Does this leave the objective uncompleteable?
Second, isn't sacrificing the dead a means for a cult to bring itself back from the brink? Using this, a single cultist can go from just themself, to 2 shades and themself, sufficient to do full conversions.
@Crazylemon64 you would think it being in a typed loop would make it happy...but on live..theres an issue with null.current and due to the runtime..no ones objectives update. Is there any other sanity i can do to make sure objectives update right and/or get added? |
god i remember when ss13 was fun |
Merging convert and sac is going to result in a significant increase of people taken out of the round. |
Especially since it only takes one person to activate the rune. Plenty of times people will be clustered together around the cult base, making the chance of an accidental sac greater. Though it could also mean that constructs are used more often. |
SPLIT ALL THE THINGS |
Ports https://github.com/tgstation/tgstation/pull/27104/files
ports vgstation-coders/vgstation13#11220
Rune Damage changes:
Manifest: Inital 10 damage done. 5 ghost limit.
teleport: 6, will also bleed for 10,20 randomly on same z teleport and 20 off z.
Sacrefice: Targets must be alive and you need three people.
NUMBERS ARE SUBJECT TO FEEDBACK CHANGES.
Deathcult:
🆑 Fethas
tweak:you need to see runes to invoke them.
tweak:many runes have had a next multiple up upgrade point damage upgrade.
tweak:manifest spirit has been reworked.
rscadd:plasmanman cult outfit.
rscadd:Deathcult sprites by dumbdumb. The Reaper is now legion.
tweak:Golems can no longer be converted or sacrificed (but they can still follow masters orders)
tweak:Teleport now hurts more for between z teleports
tweak:Narsie rune station check.
tweak:pylon heal is now 3 secs.
tweak:hulks cannot use cult blades or build structures.
tweak:Cult structures now drain blood(10) on build.
tweak:Summon cannot be done with 2 people if the person is restrained or holywatered and takes 2 secs, instant otherwise.
rscadd:Changes runes to support invoke damage.
tweak: Sac and Convert rune is now one rune per TG.
/ :cl: