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* Clock-rework 1 * Clock-rework 2 * Clock-Rework 3 * Clock-Rework 4 * Clock-Rework 4.1 * Clock-Rework 5 * Clock-Rework 6 * Clock-Rework 7 * Clock-Rework 8 * Vallat suggests Co-authored-by: Vallat <vox.crit2013@gmail.com> * Clock-Rework 9 Большое обнова предметов. Улучшение и плюшки. * spell-wall-fix * some dmi conflicts and mouse clockwork * Bruh * FUCK * thing * items,spellrefactor,de_shard and summonratvar * spots fix * REEE * cogscarab and handies * Gateway for ratvar e.t.c. the ritual * ratvar can now be summoned by players * e * EEE * lavaland ratvar. wat, it's not dead wtf * robotssssssssss * Revert "lavaland ratvar. wat, it's not dead wtf" This reverts commit 0ce7d77. * Lavaland * Hand spells yeaaaa * tgui fix and cloth fix * loop-anim-thinges * image-conflict * robot change * Roboto Refactor Icons and eyes and ratvar_act * fu * ratvar_act and stuff * Vallat suggests Co-authored-by: Vallat <vox.crit2013@gmail.com> * suggests * more suggests * FINAL TOUCHES * eee * SHIT * return FALSE * balance * balance and fixes * more fixes * bugs * css * fixs and QoLs * fix and some punishes to unclockers * breaking upload totally * Vallat suggests Co-authored-by: Vallat <vox.crit2013@gmail.com> * fixes * smol fix * moar fix * fix * FIX * FU- Co-authored-by: Vallat <vox.crit2013@gmail.com>
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// Clockwork Raret (Power) | ||
/// REMINDER: The clockwork_power(var) and clockwork_beacons(list) have been moved at _glovalvars/game_modes | ||
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//Clockwork Magic | ||
// state for spell | ||
#define NO_SPELL 0 | ||
#define A_SPELL 1 | ||
#define CASTING_SPELL -1 | ||
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// Clockslab enchant type | ||
#define STUN_SPELL 1 | ||
#define KNOCK_SPELL 2 | ||
#define REFORM_SPELL 3 | ||
#define TELEPORT_SPELL 4 | ||
// Ratvarian spear enchant type | ||
#define CONFUSE_SPELL 1 | ||
#define DISABLE_SPELL 2 | ||
// Clock hammer | ||
#define CRUSH_SPELL 1 | ||
#define KNOCKOFF_SPELL 2 | ||
// Clockwork robe | ||
#define WEAK_REFLECT_SPELL 1 | ||
#define WEAK_ABSORB_SPELL 2 | ||
#define INVIS_SPELL 3 | ||
// armour | ||
#define REFLECT_SPELL 1 | ||
#define FLASH_SPELL 2 | ||
#define ABSORB_SPELL 3 | ||
#define ARMOR_SPELL 4 | ||
// Clockwork gloves | ||
#define FASTPUNCH_SPELL 1 | ||
#define STUNHAND_SPELL 2 | ||
#define FIRE_SPELL 3 | ||
//Shard | ||
#define EMP_SPELL 1 | ||
#define TIME_SPELL 2 | ||
#define RECONSTRUCT_SPELL 3 | ||
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// spell_enchant(name, type_SPELL, cost, time SECONDS(def 3), action needs) | ||
GLOBAL_LIST_INIT(clockslab_spells, list( | ||
new /datum/spell_enchant("Stun", STUN_SPELL, 125, 8), | ||
new /datum/spell_enchant("Force Passage", KNOCK_SPELL, 100), | ||
new /datum/spell_enchant("Terraform", REFORM_SPELL, 40), | ||
new /datum/spell_enchant("Teleportation", TELEPORT_SPELL, 25) // has do_after 5 seconds | ||
)) | ||
GLOBAL_LIST_INIT(spear_spells, list( | ||
new /datum/spell_enchant("Confusion", CONFUSE_SPELL, 80), | ||
new /datum/spell_enchant("Electrical touch", DISABLE_SPELL, 80) | ||
)) | ||
GLOBAL_LIST_INIT(hammer_spells, list( | ||
new /datum/spell_enchant("Crusher", CRUSH_SPELL, 100), | ||
new /datum/spell_enchant("Knock off", KNOCKOFF_SPELL, 100) | ||
)) | ||
GLOBAL_LIST_INIT(armour_spells, list( | ||
new /datum/spell_enchant("Reflection", REFLECT_SPELL, 100, 10), | ||
new /datum/spell_enchant("Flash", FLASH_SPELL, 25, spell_action = TRUE), | ||
new /datum/spell_enchant("Absorb", ABSORB_SPELL, 100, 10), | ||
new /datum/spell_enchant("Harden plates", ARMOR_SPELL, 100, 15, spell_action = TRUE) | ||
)) | ||
GLOBAL_LIST_INIT(gloves_spell, list( | ||
new /datum/spell_enchant("Hands of North Star", FASTPUNCH_SPELL, 75, spell_action = TRUE), | ||
new /datum/spell_enchant("Stunning", STUNHAND_SPELL, 75), | ||
new /datum/spell_enchant("Red Flame", FIRE_SPELL, 50, spell_action = TRUE) | ||
)) | ||
GLOBAL_LIST_INIT(shard_spells, list( | ||
new /datum/spell_enchant("Electromagnetic Pulse", EMP_SPELL, 500, 20), | ||
new /datum/spell_enchant("Stop the time", TIME_SPELL, 500, 20), | ||
new /datum/spell_enchant("Reconstruction", RECONSTRUCT_SPELL, 500, 20) | ||
)) | ||
/// Power per crew for summoning. For example if 45 players on station, the Ratvar will demand 45*number. | ||
#define CLOCK_POWER_PER_CREW 400 | ||
#define CLOCK_POWER_GAIN_MAXIMUM 1000 | ||
/// Power gains permanent | ||
#define CLOCK_POWER_CONVERT 150 | ||
#define CLOCK_POWER_SACRIFICE 300 | ||
/// Power gains as time progresses. Goes in process() so it makes x power per second. | ||
#define CLOCK_POWER_BEACON 2 | ||
#define CLOCK_POWER_GENERATOR 10 | ||
#define CLOCK_POWER_COG 1 | ||
#define COG_MAX_SIPHON_THRESHOLD 0.25 //The cog will not siphon power if the APC's cell is at this % of power | ||
// amount of metal per brass | ||
#define CLOCK_METAL_TO_BRASS 10 | ||
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// Clockwork Status | ||
/// At what population does it switch to highpop values | ||
#define CLOCK_POPULATION_THRESHOLD 100 | ||
/// Percent for power to reveal (Lowpop) | ||
#define CLOCK_POWER_REVEAL_LOW 0.5 | ||
/// Percent clockers to reveal (Lowpop) | ||
#define CLOCK_CREW_REVEAL_LOW 0.25 | ||
/// Percent for power to reveal (Highpop) | ||
#define CLOCK_POWER_REVEAL_HIGH 0.3 | ||
/// Percent clockers to reveal (Highpop) | ||
#define CLOCK_CREW_REVEAL_HIGH 0.15 | ||
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// Text | ||
#define CLOCK_GREETING "<span class='clocklarge'>You catch a glimpse of the Realm of Ratvar, the Clockwork Justiciar. \ | ||
You now see how flimsy the world is, you see that it should be open to the knowledge of Ratvar.</span>" | ||
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#define CLOCK_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 two words, IT COMES.", \ | ||
"The shuttle's custodian tore out his guts and began painting strange shapes on the floor.", \ | ||
"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.", \ | ||
"Steve repeatedly touched a lightbulb until his hands fell off.") | ||
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// Misc | ||
#define CLOCK_COLOR "#ffb700" | ||
#define CLOCK_CLOTHING list(/obj/item/clothing/suit/hooded/clockrobe, /obj/item/clothing/suit/armor/clockwork, /obj/item/clothing/gloves/clockwork, /obj/item/clothing/shoes/clockwork, /obj/item/clothing/head/helmet/clockwork) | ||
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// Clockwork objective status | ||
#define RATVAR_IS_ASLEEP 0 | ||
#define RATVAR_DEMANDS_POWER 1 | ||
#define RATVAR_NEEDS_SUMMONING 2 | ||
#define RATVAR_HAS_RISEN 3 | ||
#define RATVAR_HAS_FALLEN -1 | ||
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#define RATVAR_SUMMON_POSSIBILITIES 3 | ||
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//the time amount the Gateway to the Celestial Derelict gets each process tick; | ||
#define GATEWAY_SUMMON_RATE 1 | ||
#define GATEWAY_REEBE_FOUND 60 // First stage | ||
#define GATEWAY_RATVAR_COMING 120 // Second stage | ||
#define GATEWAY_RATVAR_ARRIVAL 180 // Third Stage |
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/* | ||
Cogscarab ClickOn() | ||
Due to cogscarab being a SUBTYPE of cyborgs, i've had to change it's basic mechanics such as manipulating doors and machinaries. | ||
They are clockwork not robot. | ||
*/ | ||
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/mob/living/silicon/robot/cogscarab/ClickOn(atom/A, params) | ||
if(client.click_intercept) | ||
client.click_intercept.InterceptClickOn(src, params, A) | ||
return | ||
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if(next_click > world.time) | ||
return | ||
changeNext_click(1) | ||
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if(is_ventcrawling(src)) // To stop drones interacting with anything while ventcrawling | ||
return | ||
if(stat == DEAD) | ||
return | ||
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var/list/modifiers = params2list(params) | ||
if(modifiers["shift"] && modifiers["ctrl"]) | ||
CtrlShiftClickOn(A) | ||
return | ||
if(modifiers["shift"] && modifiers["alt"]) | ||
AltShiftClickOn(A) | ||
return | ||
if(modifiers["middle"] && modifiers["ctrl"]) | ||
CtrlMiddleClickOn(A) | ||
return | ||
if(modifiers["middle"]) | ||
MiddleClickOn(A) | ||
return | ||
if(modifiers["shift"]) | ||
ShiftClickOn(A) | ||
return | ||
if(modifiers["alt"]) // alt and alt-gr (rightalt) | ||
AltClickOn(A) | ||
return | ||
if(modifiers["ctrl"]) | ||
CtrlClickOn(A) | ||
return | ||
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if(incapacitated()) | ||
return | ||
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if(next_move >= world.time) | ||
return | ||
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face_atom(A) // change direction to face what you clicked on | ||
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var/obj/item/W = get_active_hand() | ||
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if(!W && A.Adjacent(src)) | ||
if(!ismachinery(A)) | ||
A.attack_robot(src) | ||
else | ||
A.attack_hand(src) | ||
return | ||
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if(W == A) | ||
W.attack_self(src) | ||
return | ||
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents) | ||
if(A == loc || (A in loc) || (A in contents)) | ||
W.melee_attack_chain(src, A, params) | ||
return | ||
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if(!isturf(loc)) | ||
return | ||
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc)) | ||
if(isturf(A) || isturf(A.loc)) | ||
if(A.Adjacent(src)) // see adjacent.dm | ||
W.melee_attack_chain(src, A, params) | ||
return | ||
else | ||
if(W) | ||
W.afterattack(A, src, 0, params) | ||
else | ||
RangedAttack(A, params) | ||
return | ||
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/mob/living/silicon/robot/cogscarab/ShiftClickOn(atom/A) | ||
A.ShiftClick(src) | ||
return | ||
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/mob/living/silicon/robot/cogscarab/CtrlClickOn(atom/A) | ||
A.CtrlClick(src) | ||
return | ||
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/mob/living/silicon/robot/cogscarab/AltClickOn(atom/A) | ||
A.AltClick(src) | ||
return | ||
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/mob/living/silicon/robot/cogscarab/CtrlShiftClickOn(atom/A) | ||
return | ||
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/mob/living/silicon/robot/cogscarab/AltShiftClickOn(atom/A) | ||
return | ||
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/mob/living/silicon/robot/cogscarab/RangedAttack(atom/A, params) | ||
return |
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