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Clockcult Patch #21179

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wants to merge 4 commits into from
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Clockcult Patch #21179

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ghost
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@ghost ghost commented Oct 25, 2016

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:

  • Stunning Flare stuns for 10 seconds and silences for 5; the same as a stun talisman. Additionally, the victim is confused for 15 seconds
    • Nar-Sie's cultists will be confused for 30 seconds, cultslur for 15 seconds, and take 15 fire damage.
  • Clockwork helmet and gauntlet brute protection reduced to 50 (down from 80). Chestplate remains unaffected.

WIP; more to come. Feel free to discuss what's already here.

@ChangelingRain ChangelingRain added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Oct 25, 2016
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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 @@


/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.


/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>"

/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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@ghost ghost Oct 25, 2016

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That's actually intentional 馃槈

@ghost
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ghost commented Oct 25, 2016

Right, conflicts fixed. Responding to a few comments now.
_Edit:_ I don't want to give them free stuns either, but a lot of people tell me that accessible stuns is one of the mode's main problems, and I feel like the tried-and-true option is the best one.

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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.

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ghost commented Oct 25, 2016

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?

@ChangelingRain ChangelingRain added Balance Changes to functionality that modifies how effective certain methods are at powergaming Do Not Merge You must have really upset someone Work In Progress and removed Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts labels Oct 25, 2016
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<Xhuis> No joke don't merge my PR, it's a wip

will oranges listen find out tomorrow

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ghost commented Oct 25, 2016

#21177 makes this too troublesome and conflicting to work on right now. I'll remake this once that's in.

@ghost ghost closed this Oct 25, 2016
@ghost ghost deleted the does_this_unit_have_a_soul branch November 27, 2016 20:11
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