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Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid tr…
…ait) (tgstation#75948) adds the Vorpal Scythe, a special chaplain null rod variant, replacing the Reaper Scythe, a not so special null rod variant. When you choose the vorpal scythe, it comes as a shard that you implant into your arm, similar to a cursed katana. Once implanted, you can draw it at any time like an arm implant. However, sheathing it again presents some problems. (Also, implanting the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit) The Vorpal Scythe has 10 force, one of the weakest null rod variants for force that isn't a joke null rod. However, it has exceptional armor pen and also has 2 tiles of reach. So quite unique. It also has a special beheading ability when you right-click someone. This borrows some code from amputation shears, functioning pretty similarly, except with a few additional ways to speed up the action and restrictions. (It takes 15 seconds baseline to behead someone standing and conscious, and speeds up or slows down based on factors such as incapacitation and whether or not our scythe is already empowered) When you successfully behead someone with a mind, the vorpal scythe gains 20 force and can be safely stowed and drawn for 2 minutes. Performing more death knells like this will reset the timer. If it has not performed its 'death knell', or you haven't hit a living mob, then it will cause severe damage to you if you ever try and stow it (or its forced back into your arm). Just hitting a mob with the scythe will sate it for 4 minutes. Unless it is a non-player monkey. Horrible things. Just hitting mobs does not reset the timer on empowerment. What this means is that the chaplain may be more hesitant to simply draw their weapon on people. It also means that potentially, the chaplain will not always have magic immunity, since they may end up stowing the weapon away and be reluctant to draw it on a whim without either taking damage for sheathing it without hitting something, or dealing with having one less hand up until they can. While empowerment only happens when you behead mobs with a mind, beheading monkeyhumans and other mindless humans subtypes causes their heads to become haunted! It's mostly harmless and largely just SpOoKy. We don't want heads with actual players in them to go floating off to space. (Does not work on monkey heads for sanity reasons) When you have the Morbid trait, you think creepy stuff is cool and hate saving peoples lives. You get a mood boost from graverobbing, autopsies, dissections, amputations (including beheadings with the scythe and amputations with the shears) and revival surgery. However, you get a mood penalty when you tend wounds on the living, as well as a hefty penalty when you perform CPR or defibrillate someone. I was thinking Victor Frankenstein when I was choosing which actions had an associated moodlet, so anything that I might have missed would be appreciated. You also count as potentially cool with regards to haunted objects. Ghosts think you're neat. (Revenants probably will still kill you if they had the chance)
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/* Morbid Mood Events - | ||
Any mood events related to TRAIT_MORBID. | ||
Ususally this is an inverse of a typically good, alturistic action (such as saving someones life), punishing it with a negative mood event, | ||
and rewards typically antisocial/unsavory actions (such as graverobbing) with a positive mood event. | ||
Intended to push a creepy, mad scientist/doctor vibe, or someone who is downright monstrous in nature. | ||
*/ | ||
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// Positive Events - We did something unsavory in the name of mad science | ||
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/datum/mood_event/morbid_dismemberment | ||
description = "Nothing quite as satisfying as a clean dismemberment!" | ||
mood_change = 2 | ||
timeout = 2 MINUTES | ||
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/datum/mood_event/morbid_dissection_success | ||
description = "I take pride in my work. Nobody can dissect a body quite like I can." | ||
mood_change = 2 | ||
timeout = 2 MINUTES | ||
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/datum/mood_event/morbid_revival_success | ||
description = "IT LIVES! AH HA HA HA HA!!" | ||
mood_change = 6 | ||
timeout = 8 MINUTES | ||
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/datum/mood_event/morbid_graverobbing | ||
description = "The dead have no need for possessions. I, on the other hand, am very much alive and very much in need." | ||
mood_change = 2 | ||
timeout = 2 MINUTES | ||
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// Negative Events - We helped someone stay alive. | ||
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/datum/mood_event/morbid_tend_wounds | ||
description = "Why must I waste my talents on this trivial nonsense? Tending to breathers is a waste of effort." | ||
mood_change = -2 | ||
timeout = 2 MINUTES | ||
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/datum/mood_event/morbid_saved_life | ||
description = "I could have done so much more with their corpse than I could have saving their useless life. Dreadful." | ||
mood_change = -6 | ||
timeout = 2 MINUTES | ||
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