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Clockcult Patch #21179
Clockcult Patch #21179
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A: You're going to conflict forever
B: as much as clockcult has issues I really, really don't like giving them what is basically a stunpaper
\ | ||
A complete list of scripture, its effects, and its requirements can be found below.<br>\ | ||
Ol gur Nex, listen to me ramble. You probably just want to know the scripture, so let me tell you. I can't teach you any more, but feel free to ask your fellow servants for help. Anyway, \ | ||
here's your scripture...<br>\ |
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this is multiple lines LONGER than it was before
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I'm aware, but it's also more informative. I feel like, in the long run, it'll help more.
/obj/item/clothing/head/helmet/clockwork //Clockwork armor: High melee protection but weak to lasers | ||
name = "clockwork helmet" | ||
desc = "A heavy helmet made of brass." | ||
icon = 'icons/obj/clothing/clockwork_garb.dmi' | ||
icon_state = "clockwork_helmet" | ||
w_class = 3 | ||
resistance_flags = FIRE_PROOF | ACID_PROOF | ||
armor = list(melee = 80, bullet = 50, laser = -15, energy = 0, bomb = 35, bio = 0, rad = 0, fire = 100, acid = 100) | ||
armor = list(melee = 50, bullet = 50, laser = -15, energy = 0, bomb = 35, bio = 0, rad = 0, fire = 100, acid = 100) |
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I'm not sure why you're nerfing the melee armor of this, given the laser weakness it has...
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I feel like the small laser weakness isn't enough to offput it. You only take 3 more damage per laser from this, and the other protections it offers are insane compared to that. Either I could increase the laser damage taken or reduce the brute protection. That, or something else, if you have a better idea than I do.
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Increase the laser weakness, maybe, but reducing the melee armor makes the armor way less useful.
@@ -187,7 +187,7 @@ | |||
/obj/structure/destructible/clockwork/massive/ratvar | |||
name = "Ratvar, the Clockwork Justiciar" | |||
desc = "<span class='userdanger'>What is what is what are what real what is all a lie all a lie it's all a lie why how can what is</span>" | |||
clockwork_desc = "<span class='large_brass'><b><i>Ratvar, the Clockwork Justiciar, your master eternal.</i></b></span>" | |||
clockwork_desc = "It's Ratvar. You kind of expected more fanfare." |
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I'm not really sure why you're changing this
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I was told the other one was too edgy.
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This isn't edgy, the standard desc is!
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I always thought that it was just your mind trying to comprehend the fact that a literal god is in front of you. I'll update them both.
L.visible_message("<span class='warning'>A blue light washes over [L], mending [L.p_their()] bruises and burns!</span>", \ | ||
"<span class='heavy_brass'>You feel Inath-neq's power healing your wounds, but a deep nausea overcomes you!</span>") | ||
playsound(targetturf, 'sound/magic/Staff_Healing.ogg', 50, 1) | ||
L.apply_status_effect(STATUS_EFFECT_SENTINELS_BOON) |
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I'd like to note that this is much, much weaker than the Compromise, given that it's 1/second for two damage types.
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That's partially the intention. Like a lot of Ratvar's scripture, this was very situational but beat every other option in that situation. I felt that a HoT was, although weaker overall, more useful in more situations; for instance, you could pre-HoT before a fight, get someone out of critical condition, or just recover from being shocked.
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I don't think 'situational but super goddamn good in that situation' is bad, though the interface complicates this somewhat.
@@ -323,6 +323,8 @@ | |||
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/mob/living/ratvar_act() | |||
if(is_servant_of_ratvar(src)) |
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Just change the below check to if(!is_servant_of_ratvar(src) && !add_servant_of_ratvar(src))
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Sure, I'll try that.
/datum/clockwork_scripture/create_object/judicial_visor //Judicial Visor: Creates a judicial visor. | ||
descname = "Delayed Area Stun Glasses" | ||
name = "Judicial Visor" | ||
desc = "Forms a visor that, when worn, will grant the ability to form a flame in your hand that can be activated at an area to smite it, stunning, muting, and damaging the nonfaithful. \ |
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This desc is outdated, as it no longer requires a hand.
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I'll replace that.
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/datum/clockwork_scripture/stunning_flare/scripture_effects() | ||
invoker << "<span class='brass'>You copy a piece of replicant alloy and command it into a new slab.</span>" //No visible message, for stealth purposes | ||
var/obj/item/weapon/ratvars_light/L = new(get_turf(invoker)) |
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I'd kind of prefer if this used something similar to what the judicial visor uses, with a ranged ability and a cancel button, and delaying the scripture returning until they either use the flare, cancel, or become unable to use it
..() | ||
user << "<span class='brass'>Attack a human to stun and blind them.</span>" | ||
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/obj/item/weapon/ratvars_light/afterattack(atom/target, mob/living/user, flag, params) |
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This is not melee. This is, in fact, ridiculously ranged
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Ooh, I forgot to put an adjacency check. Good eye!
playsound(get_turf(user), 'sound/weapons/sear.ogg', 50, 1) | ||
user.drop_item() | ||
user.emote("scream") | ||
user.apply_damage(5, BURN, "l_arm") | ||
user.apply_damage(5, BURN, "r_arm") | ||
return 0 | ||
if(!is_servant_of_ratvar(user)) | ||
user << "<span class='warning'>The information on [src]'s display shifts rapidly. After a moment, your head begins to pound, and you tear your eyes away.</span>" | ||
user << "<span class='heavy_brass'>\"[text2ratvar("Sorry, buddy, but unless you rock the Engine roll, this ain't happening.")]\"</span>" | ||
user << "<span class='warning'>You realize you've been staring at [src]'s clock in a hypnosis. You quickly loook away.</span>" |
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loook
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That's actually intentional 馃槈
Right, conflicts fixed. Responding to a few comments now. |
The tried and true option is fucking horrible to deal with and this is actually worse, because there's no tell if you have it in your hand like a stunpaper, which is bright fucking red. |
I wasn't entirely sure how it being tied to the slab should work. I suppose I could have your hand on fire, but I would much rather have a more elegant solution to the whole flare in general. Any ideas? |
will oranges listen find out tomorrow |
#21177 makes this too troublesome and conflicting to work on right now. I'll remake this once that's in. |
馃啈 Xhuis
add: Added sound effects and tweaked messages for being ice-cubed by freon gas.
add: Added the Stunning Flare scripture, which allows Ratvar's servants to conjure a blinding flare that stuns and mutes in a melee attack. It is a Driver that costs 2 belligerent eyes.
add: Replaced Sentinel's Compromise with Sentinel's Endowment, which heals 60 brute and burn damage over 1 minute.
add: The clockwork slab now has a built-in personality.
tweak: Redid clockwork slab buttons. An actual interface is coming soon(tm).
tweak: Judicial Visor is now a Script and has had its component requirements changed accordingly.
tweak: Edited some descriptions and messages for clockcult scripture and items.
tweak: Completely rewrote Recollection to be less wordy and more of an actual guide.
tweak: Clockwork helmets and gauntlets are less protective against melee attacks.
/:cl:
New sound effects can be found here: freezing and breaking out
Numerical values:
WIP; more to come. Feel free to discuss what's already here.