Cult update (#220)

* - tweak: Cult door not bump openable.

* - tweak: Better summoning and Narsie

* - tweak: Construct update.

* - tweak: Eldrich blade fits in suit storage.

* - tweak: More spell limit.

* - fix: Fix pylon desc.

* - tweak: Teleport works on cuffed targets.

* - tweak: More popups if target is holy.

* - fix: No rune drawing using fingers.

* - tweak: Better pylon placement & less pylon healing range.

* - tweak: More blood rites charge.

* - fix: Fix max spell amount.

* - tweak: Less cult door and wall health.

* - fix: Constructs are dead IC.

* - add: Revive rune now notifies player.

* - add: Narsie summon rune eui.

* - fix: Fix narsie summon sound not playing for reapers.

* - tweak: Whatever.

* - add: Conceal presence spell.

* - tweak: Tweakz.

* - add: Blood spear.

* - add: Blood boil barrage.

* - tweak: Artificer flies.

* - tweak: Blood bolt color tweaks.

* - tweak: Runic door is bump openable again.

* - fix: Fix concealed door outline.

* - add: Update concealable name and desc.

* - tweak: Remove the unremoveable.

* - tweak: Gift ignore.

* - add: Organs regenerate on rejuvenate.

* - tweak: Brainless cultist is fine.

* - add: Added more fun.

* - add: Add rune descriptions.

* - fix: Fixes.

* - tweak: Blood rites now uses verb.

* - tweak: Bring it back.
This commit is contained in:
Aviu00
2024-03-22 17:23:33 +09:00
committed by GitHub
parent 1337e4d26e
commit 74ef19d6a6
109 changed files with 1831 additions and 182 deletions

View File

@@ -1,4 +1,5 @@
using Content.Shared._White.Cult;
using Content.Shared._White.Cult.Components;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
@@ -20,10 +21,15 @@ public sealed class ShowCultHudSystem : EntitySystem
SubscribeLocalEvent<CultistComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<CultistComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<ShowCultHudComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<ShowCultHudComponent, ComponentRemove>(OnComponentRemoved);
SubscribeLocalEvent<ShowCultHudComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<ShowCultHudComponent, PlayerDetachedEvent>(OnPlayerDetached);
_overlay = new CultHudOverlay(EntityManager);
}
private void OnComponentInit(EntityUid uid, CultistComponent component, ComponentInit args)
private void OnComponentInit(EntityUid uid, ShowCultHudComponent component, ComponentInit args)
{
if (_player.LocalSession?.AttachedEntity != uid)
return;
@@ -32,7 +38,7 @@ public sealed class ShowCultHudSystem : EntitySystem
}
private void OnComponentRemoved(EntityUid uid, CultistComponent component, ComponentRemove args)
private void OnComponentRemoved(EntityUid uid, ShowCultHudComponent component, ComponentRemove args)
{
if (_player.LocalSession?.AttachedEntity != uid)
return;
@@ -41,7 +47,7 @@ public sealed class ShowCultHudSystem : EntitySystem
}
private void OnPlayerAttached(EntityUid uid, CultistComponent component, PlayerAttachedEvent args)
private void OnPlayerAttached(EntityUid uid, ShowCultHudComponent component, PlayerAttachedEvent args)
{
if (_player.LocalSession != args.Player)
return;
@@ -49,7 +55,7 @@ public sealed class ShowCultHudSystem : EntitySystem
_overlayManager.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, CultistComponent component, PlayerDetachedEvent args)
private void OnPlayerDetached(EntityUid uid, ShowCultHudComponent component, PlayerDetachedEvent args)
{
if (_player.LocalSession != args.Player)
return;