Initial Commit

This commit is contained in:
skull132
2014-03-11 09:03:52 +02:00
commit a8d9450c7e
3486 changed files with 415920 additions and 0 deletions
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/obj/effect/proc_holder/spell/targeted/area_teleport
name = "Area teleport"
desc = "This spell teleports you to a type of area of your selection."
var/randomise_selection = 0 //if it lets the usr choose the teleport loc or picks it from the list
var/invocation_area = 1 //if the invocation appends the selected area
/obj/effect/proc_holder/spell/targeted/area_teleport/perform(list/targets, recharge = 1)
var/thearea = before_cast(targets)
if(!thearea || !cast_check(1))
revert_cast()
return
invocation(thearea)
spawn(0)
if(charge_type == "recharge" && recharge)
start_recharge()
cast(targets,thearea)
after_cast(targets)
/obj/effect/proc_holder/spell/targeted/area_teleport/before_cast(list/targets)
var/A = null
if(!randomise_selection)
A = input("Area to teleport to", "Teleport", A) in teleportlocs
else
A = pick(teleportlocs)
var/area/thearea = teleportlocs[A]
return thearea
/obj/effect/proc_holder/spell/targeted/area_teleport/cast(list/targets,area/thearea)
for(var/mob/living/target in targets)
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
if(!T.density)
var/clear = 1
for(var/obj/O in T)
if(O.density)
clear = 0
break
if(clear)
L+=T
if(!L.len)
usr <<"The spell matrix was unable to locate a suitable teleport destination for an unknown reason. Sorry."
return
if(target && target.buckled)
target.buckled.unbuckle()
var/list/tempL = L
var/attempt = null
var/success = 0
while(tempL.len)
attempt = pick(tempL)
success = target.Move(attempt)
if(!success)
tempL.Remove(attempt)
else
break
if(!success)
target.loc = pick(L)
return
/obj/effect/proc_holder/spell/targeted/area_teleport/invocation(area/chosenarea = null)
if(!invocation_area || !chosenarea)
..()
else
switch(invocation_type)
if("shout")
usr.say("[invocation] [uppertext(chosenarea.name)]")
if(usr.gender==MALE)
playsound(usr.loc, pick('sound/misc/null.ogg','sound/misc/null.ogg'), 100, 1)
else
playsound(usr.loc, pick('sound/misc/null.ogg','sound/misc/null.ogg'), 100, 1)
if("whisper")
usr.whisper("[invocation] [uppertext(chosenarea.name)]")
return
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/obj/effect/proc_holder/spell/aoe_turf/conjure
name = "Conjure"
desc = "This spell conjures objs of the specified types in range."
var/list/summon_type = list() //determines what exactly will be summoned
//should be text, like list("/obj/machinery/bot/ed209")
var/summon_lifespan = 0 // 0=permanent, any other time in deciseconds
var/summon_amt = 1 //amount of objects summoned
var/summon_ignore_density = 0 //if set to 1, adds dense tiles to possible spawn places
var/summon_ignore_prev_spawn_points = 0 //if set to 1, each new object is summoned on a new spawn point
var/list/newVars = list() //vars of the summoned objects will be replaced with those where they meet
//should have format of list("emagged" = 1,"name" = "Wizard's Justicebot"), for example
var/delay = 1//Go Go Gadget Inheritance
/obj/effect/proc_holder/spell/aoe_turf/conjure/cast(list/targets)
for(var/turf/T in targets)
if(T.density && !summon_ignore_density)
targets -= T
playsound(src.loc, 'sound/items/welder.ogg', 50, 1)
if(do_after(usr,delay))
for(var/i=0,i<summon_amt,i++)
if(!targets.len)
break
var/summoned_object_type = pick(summon_type)
var/spawn_place = pick(targets)
if(summon_ignore_prev_spawn_points)
targets -= spawn_place
if(ispath(summoned_object_type,/turf))
var/turf/O = spawn_place
var/turf/N = summoned_object_type
O.ChangeTurf(N)
else
var/atom/summoned_object = new summoned_object_type(spawn_place)
for(var/varName in newVars)
if(varName in summoned_object.vars)
summoned_object.vars[varName] = newVars[varName]
if(summon_lifespan)
spawn(summon_lifespan)
if(summoned_object)
del(summoned_object)
else
switch(charge_type)
if("recharge")
charge_counter = charge_max - 5//So you don't lose charge for a failed spell(Also prevents most over-fill)
if("charges")
charge_counter++//Ditto, just for different spell types
return
/obj/effect/proc_holder/spell/aoe_turf/conjure/summonEdSwarm //test purposes
name = "Dispense Wizard Justice"
desc = "This spell dispenses wizard justice."
summon_type = list(/obj/machinery/bot/ed209)
summon_amt = 10
range = 3
newVars = list("emagged" = 1,"name" = "Wizard's Justicebot")
//This was previously left in the old wizard code, not being included.
//Wasn't sure if I should transfer it here, or to code/datums/spells.dm
//But I decided because it is a conjuration related object it would fit better here
//Feel free to change this, I don't know.
/obj/effect/forcefield
desc = "A space wizard's magic wall."
name = "FORCEWALL"
icon = 'icons/effects/effects.dmi'
icon_state = "m_shield"
anchored = 1.0
opacity = 0
density = 1
unacidable = 1
bullet_act(var/obj/item/projectile/Proj, var/def_zone)
var/turf/T = get_turf(src.loc)
if(T)
for(var/mob/M in T)
Proj.on_hit(M,M.bullet_act(Proj, def_zone))
return
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/obj/effect/proc_holder/spell/dumbfire
var/projectile_type = ""
var/activate_on_collision = 1
var/proj_icon = 'icons/obj/projectiles.dmi'
var/proj_icon_state = "spell"
var/proj_name = "a spell projectile"
var/proj_trail = 0 //if it leaves a trail
var/proj_trail_lifespan = 0 //deciseconds
var/proj_trail_icon = 'icons/obj/wizard.dmi'
var/proj_trail_icon_state = "trail"
var/proj_type = "/obj/effect/proc_holder/spell" //IMPORTANT use only subtypes of this
var/proj_insubstantial = 0 //if it can pass through dense objects or not
var/proj_trigger_range = 1 //the range from target at which the projectile triggers cast(target)
var/proj_lifespan = 100 //in deciseconds * proj_step_delay
var/proj_step_delay = 1 //lower = faster
/obj/effect/proc_holder/spell/dumbfire/choose_targets(mob/user = usr)
var/turf/T = get_turf(usr)
for(var/i = 1; i < range; i++)
var/turf/new_turf = get_step(T, usr.dir)
if(new_turf.density)
break
T = new_turf
perform(list(T))
/obj/effect/proc_holder/spell/dumbfire/cast(list/targets, mob/user = usr)
for(var/turf/target in targets)
spawn(0)
var/obj/effect/proc_holder/spell/targeted/projectile
if(istext(proj_type))
var/projectile_type = text2path(proj_type)
projectile = new projectile_type(user)
if(istype(proj_type,/obj/effect/proc_holder/spell))
projectile = new /obj/effect/proc_holder/spell/targeted/trigger(user)
projectile:linked_spells += proj_type
projectile.icon = proj_icon
projectile.icon_state = proj_icon_state
projectile.dir = get_dir(projectile, target)
projectile.name = proj_name
var/current_loc = usr.loc
projectile.loc = current_loc
for(var/i = 0,i < proj_lifespan,i++)
if(!projectile)
break
if(proj_insubstantial)
projectile.loc = get_step(projectile, projectile.dir)
else
step(projectile, projectile.dir)
if(projectile.loc == current_loc || i == proj_lifespan)
projectile.cast(current_loc)
break
var/mob/living/L = locate(/mob/living) in range(projectile, proj_trigger_range) - usr
if(L)
projectile.cast(L.loc)
break
if(proj_trail && projectile)
spawn(0)
if(projectile)
var/obj/effect/overlay/trail = new /obj/effect/overlay(projectile.loc)
trail.icon = proj_trail_icon
trail.icon_state = proj_trail_icon_state
trail.density = 0
spawn(proj_trail_lifespan)
del(trail)
current_loc = projectile.loc
sleep(proj_step_delay)
if(projectile)
del(projectile)
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/obj/effect/proc_holder/spell/targeted/emplosion
name = "Emplosion"
desc = "This spell emplodes an area."
var/emp_heavy = 2
var/emp_light = 3
/obj/effect/proc_holder/spell/targeted/emplosion/cast(list/targets)
for(var/mob/living/target in targets)
empulse(target.loc, emp_heavy, emp_light)
return
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/obj/effect/proc_holder/spell/targeted/ethereal_jaunt
name = "Ethereal Jaunt"
desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
school = "transmutation"
charge_max = 300
clothes_req = 1
invocation = "none"
invocation_type = "none"
range = -1
include_user = 1
centcomm_cancast = 0 //Prevent people from getting to centcomm
var phaseshift = 0
var/jaunt_duration = 50 //in deciseconds
/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/cast(list/targets) //magnets, so mostly hardcoded
for(var/mob/living/target in targets)
spawn(0)
var/mobloc = get_turf(target.loc)
var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
animation.name = "water"
animation.density = 0
animation.anchored = 1
animation.icon = 'icons/mob/mob.dmi'
animation.icon_state = "liquify"
animation.layer = 5
animation.master = holder
if(phaseshift == 1)
animation.dir = target.dir
flick("phase_shift",animation)
target.loc = holder
target.client.eye = holder
sleep(jaunt_duration)
mobloc = get_turf(target.loc)
animation.loc = mobloc
target.canmove = 0
sleep(20)
animation.dir = target.dir
flick("phase_shift2",animation)
sleep(5)
if(!target.Move(mobloc))
for(var/direction in list(1,2,4,8,5,6,9,10))
var/turf/T = get_step(mobloc, direction)
if(T)
if(target.Move(T))
break
target.canmove = 1
target.client.eye = target
del(animation)
del(holder)
else
flick("liquify",animation)
target.loc = holder
target.client.eye = holder
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, mobloc)
steam.start()
sleep(jaunt_duration)
mobloc = get_turf(target.loc)
animation.loc = mobloc
steam.location = mobloc
steam.start()
target.canmove = 0
sleep(20)
flick("reappear",animation)
sleep(5)
if(!target.Move(mobloc))
for(var/direction in list(1,2,4,8,5,6,9,10))
var/turf/T = get_step(mobloc, direction)
if(T)
if(target.Move(T))
break
target.canmove = 1
target.client.eye = target
del(animation)
del(holder)
/obj/effect/dummy/spell_jaunt
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
/obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction)
if (!src.canmove) return
var/turf/newLoc = get_step(src,direction)
if(!(newLoc.flags & NOJAUNT))
loc = newLoc
else
user << "<span class='warning'>Some strange aura is blocking the way!</span>"
src.canmove = 0
spawn(2) src.canmove = 1
/obj/effect/dummy/spell_jaunt/ex_act(blah)
return
/obj/effect/dummy/spell_jaunt/bullet_act(blah)
return
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/obj/effect/proc_holder/spell/targeted/explosion
name = "Explosion"
desc = "This spell explodes an area."
var/ex_severe = 1
var/ex_heavy = 2
var/ex_light = 3
var/ex_flash = 4
/obj/effect/proc_holder/spell/targeted/explosion/cast(list/targets)
for(var/mob/living/target in targets)
explosion(target.loc,ex_severe,ex_heavy,ex_light,ex_flash)
return
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/obj/effect/proc_holder/spell/targeted/genetic
name = "Genetic"
desc = "This spell inflicts a set of mutations and disabilities upon the target."
var/disabilities = 0 //bits
var/list/mutations = list() //mutation strings
var/duration = 100 //deciseconds
/*
Disabilities
1st bit - ?
2nd bit - ?
3rd bit - ?
4th bit - ?
5th bit - ?
6th bit - ?
*/
/obj/effect/proc_holder/spell/targeted/genetic/cast(list/targets)
for(var/mob/living/target in targets)
for(var/x in mutations)
target.mutations.Add(x)
target.disabilities |= disabilities
target.update_mutations() //update target's mutation overlays
spawn(duration)
for(var/x in mutations)
target.mutations.Remove(x)
target.disabilities &= ~disabilities
target.update_mutations()
return
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/obj/effect/proc_holder/spell/targeted/horsemask
name = "Curse of the Horseman"
desc = "This spell triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated. This spell does not require robes."
school = "transmutation"
charge_type = "recharge"
charge_max = 150
charge_counter = 0
clothes_req = 0
stat_allowed = 0
invocation = "KN'A FTAGHU, PUCK 'BTHNK!"
invocation_type = "shout"
range = 7
selection_type = "range"
var/list/compatible_mobs = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
/obj/effect/proc_holder/spell/targeted/horsemask/cast(list/targets, mob/user = usr)
if(!targets.len)
user << "<span class='notice'>No target found in range.</span>"
return
var/mob/living/carbon/target = targets[1]
if(!(target.type in compatible_mobs))
user << "<span class='notice'>It'd be stupid to curse [target] with a horse's head!</span>"
return
if(!(target in oview(range)))//If they are not in overview after selection.
user << "<span class='notice'>They are too far away!</span>"
return
var/obj/item/clothing/mask/horsehead/magichead = new /obj/item/clothing/mask/horsehead
magichead.canremove = 0 //curses!
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
target.visible_message( "<span class='danger'>[target]'s face lights up in fire, and after the event a horse's head takes its place!</span>", \
"<span class='danger'>Your face burns up, and shortly after the fire you realise you have the face of a horse!</span>")
target.equip_to_slot(magichead, slot_wear_mask)
flick("e_flash", target.flash)
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/obj/effect/proc_holder/spell/targeted/inflict_handler
name = "Inflict Handler"
desc = "This spell blinds and/or destroys/damages/heals and/or weakens/stuns the target."
var/amt_weakened = 0
var/amt_paralysis = 0
var/amt_stunned = 0
//set to negatives for healing
var/amt_dam_fire = 0
var/amt_dam_brute = 0
var/amt_dam_oxy = 0
var/amt_dam_tox = 0
var/amt_eye_blind = 0
var/amt_eye_blurry = 0
var/destroys = "none" //can be "none", "gib" or "disintegrate"
/obj/effect/proc_holder/spell/targeted/inflict_handler/cast(list/targets)
for(var/mob/living/target in targets)
switch(destroys)
if("gib")
target.gib()
if("gib_brain")
if(ishuman(target) || ismonkey(target))
var/mob/living/carbon/C = target
if(C.brain_op_stage != 4) // Their brain is already taken out
var/obj/item/brain/B = new(C.loc)
B.transfer_identity(C)
target.gib()
if("disintegrate")
target.dust()
if(!target)
continue
//damage
if(amt_dam_brute > 0)
if(amt_dam_fire >= 0)
target.take_overall_damage(amt_dam_brute,amt_dam_fire)
else if (amt_dam_fire < 0)
target.take_overall_damage(amt_dam_brute,0)
target.heal_overall_damage(0,amt_dam_fire)
else if(amt_dam_brute < 0)
if(amt_dam_fire > 0)
target.take_overall_damage(0,amt_dam_fire)
target.heal_overall_damage(amt_dam_brute,0)
else if (amt_dam_fire <= 0)
target.heal_overall_damage(amt_dam_brute,amt_dam_fire)
target.adjustToxLoss(amt_dam_tox)
target.oxyloss += amt_dam_oxy
//disabling
target.Weaken(amt_weakened)
target.Paralyse(amt_paralysis)
target.Stun(amt_stunned)
target.eye_blind += amt_eye_blind
target.eye_blurry += amt_eye_blurry
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/obj/effect/proc_holder/spell/aoe_turf/knock
name = "Knock"
desc = "This spell opens nearby doors and does not require wizard garb."
school = "transmutation"
charge_max = 100
clothes_req = 0
invocation = "AULIE OXIN FIERA"
invocation_type = "whisper"
range = 3
/obj/effect/proc_holder/spell/aoe_turf/knock/cast(list/targets)
for(var/turf/T in targets)
for(var/obj/machinery/door/door in T.contents)
spawn(1)
if(istype(door,/obj/machinery/door/airlock))
door:locked = 0
door.open()
return
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/obj/effect/proc_holder/spell/targeted/mind_transfer
name = "Mind Transfer"
desc = "This spell allows the user to switch bodies with a target."
school = "transmutation"
charge_max = 600
clothes_req = 0
invocation = "GIN'YU CAPAN"
invocation_type = "whisper"
range = 1
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
var/list/compatible_mobs = list(/mob/living/carbon/human,/mob/living/carbon/monkey) //which types of mobs are affected by the spell. NOTE: change at your own risk
var/base_spell_loss_chance = 20 //base probability of the wizard losing a spell in the process
var/spell_loss_chance_modifier = 7 //amount of probability of losing a spell added per spell (mind_transfer included)
var/spell_loss_amount = 1 //the maximum amount of spells possible to lose during a single transfer
var/msg_wait = 500 //how long in deciseconds it waits before telling that body doesn't feel right or mind swap robbed of a spell
var/paralysis_amount_caster = 20 //how much the caster is paralysed for after the spell
var/paralysis_amount_victim = 20 //how much the victim is paralysed for after the spell
/*
Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do.
Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering.
Also, you never added distance checking after target is selected. I've went ahead and did that.
*/
/obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets,mob/user = usr)
if(!targets.len)
user << "No mind found."
return
if(targets.len > 1)
user << "Too many minds! You're not a hive damnit!"//Whaa...aat?
return
var/mob/living/target = targets[1]
if(!(target in oview(range)))//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it.
user << "They are too far away!"
return
if(!(target.type in compatible_mobs))
user << "Their mind isn't compatible with yours."
return
if(target.stat == DEAD)
user << "You didn't study necromancy back at the Space Wizard Federation academy."
return
if(!target.key || !target.mind)
user << "They appear to be catatonic. Not even magic can affect their vacant mind."
return
if(target.mind.special_role in protected_roles)
user << "Their mind is resisting your spell."
return
var/mob/living/victim = target//The target of the spell whos body will be transferred to.
var/mob/caster = user//The wizard/whomever doing the body transferring.
//SPELL LOSS BEGIN
//NOTE: The caster must ALWAYS keep mind transfer, even when other spells are lost.
var/obj/effect/proc_holder/spell/targeted/mind_transfer/m_transfer = locate() in user.spell_list//Find mind transfer directly.
var/list/checked_spells = user.spell_list
checked_spells -= m_transfer //Remove Mind Transfer from the list.
if(caster.spell_list.len)//If they have any spells left over after mind transfer is taken out. If they don't, we don't need this.
for(var/i=spell_loss_amount,(i>0&&checked_spells.len),i--)//While spell loss amount is greater than zero and checked_spells has spells in it, run this proc.
for(var/j=checked_spells.len,(j>0&&checked_spells.len),j--)//While the spell list to check is greater than zero and has spells in it, run this proc.
if(prob(base_spell_loss_chance))
checked_spells -= pick(checked_spells)//Pick a random spell to remove.
spawn(msg_wait)
victim << "The mind transfer has robbed you of a spell."
break//Spell lost. Break loop, going back to the previous for() statement.
else//Or keep checking, adding spell chance modifier to increase chance of losing a spell.
base_spell_loss_chance += spell_loss_chance_modifier
checked_spells += m_transfer//Add back Mind Transfer.
user.spell_list = checked_spells//Set user spell list to whatever the new list is.
//SPELL LOSS END
//MIND TRANSFER BEGIN
if(caster.mind.special_verbs.len)//If the caster had any special verbs, remove them from the mob verb list.
for(var/V in caster.mind.special_verbs)//Since the caster is using an object spell system, this is mostly moot.
caster.verbs -= V//But a safety nontheless.
if(victim.mind.special_verbs.len)//Now remove all of the victim's verbs.
for(var/V in victim.mind.special_verbs)
victim.verbs -= V
var/mob/dead/observer/ghost = victim.ghostize(0)
ghost.spell_list = victim.spell_list//If they have spells, transfer them. Now we basically have a backup mob.
caster.mind.transfer_to(victim)
victim.spell_list = caster.spell_list//Now they are inside the victim's body.
if(victim.mind.special_verbs.len)//To add all the special verbs for the original caster.
for(var/V in caster.mind.special_verbs)//Not too important but could come into play.
caster.verbs += V
ghost.mind.transfer_to(caster)
caster.key = ghost.key //have to transfer the key since the mind was not active
caster.spell_list = ghost.spell_list
if(caster.mind.special_verbs.len)//If they had any special verbs, we add them here.
for(var/V in caster.mind.special_verbs)
caster.verbs += V
//MIND TRANSFER END
//Here we paralyze both mobs and knock them out for a time.
caster.Paralyse(paralysis_amount_caster)
victim.Paralyse(paralysis_amount_victim)
//After a certain amount of time the victim gets a message about being in a different body.
spawn(msg_wait)
caster << "\red You feel woozy and lightheaded. <b>Your body doesn't seem like your own.</b>"
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/obj/effect/proc_holder/spell/targeted/projectile
name = "Projectile"
desc = "This spell summons projectiles which try to hit the targets."
var/proj_icon = 'icons/obj/projectiles.dmi'
var/proj_icon_state = "spell"
var/proj_name = "a spell projectile"
var/proj_trail = 0 //if it leaves a trail
var/proj_trail_lifespan = 0 //deciseconds
var/proj_trail_icon = 'icons/obj/wizard.dmi'
var/proj_trail_icon_state = "trail"
var/proj_type = "/obj/effect/proc_holder/spell/targeted" //IMPORTANT use only subtypes of this
var/proj_lingering = 0 //if it lingers or disappears upon hitting an obstacle
var/proj_homing = 1 //if it follows the target
var/proj_insubstantial = 0 //if it can pass through dense objects or not
var/proj_trigger_range = 0 //the range from target at which the projectile triggers cast(target)
var/proj_lifespan = 15 //in deciseconds * proj_step_delay
var/proj_step_delay = 1 //lower = faster
/obj/effect/proc_holder/spell/targeted/projectile/cast(list/targets, mob/user = usr)
for(var/mob/living/target in targets)
spawn(0)
var/obj/effect/proc_holder/spell/targeted/projectile
if(istext(proj_type))
var/projectile_type = text2path(proj_type)
projectile = new projectile_type(user)
if(istype(proj_type,/obj/effect/proc_holder/spell))
projectile = new /obj/effect/proc_holder/spell/targeted/trigger(user)
projectile:linked_spells += proj_type
projectile.icon = proj_icon
projectile.icon_state = proj_icon_state
projectile.dir = get_dir(target,projectile)
projectile.name = proj_name
var/current_loc = usr.loc
projectile.loc = current_loc
for(var/i = 0,i < proj_lifespan,i++)
if(!projectile)
break
if(proj_homing)
if(proj_insubstantial)
projectile.dir = get_dir(projectile,target)
projectile.loc = get_step_to(projectile,target)
else
step_to(projectile,target)
else
if(proj_insubstantial)
projectile.loc = get_step(projectile,dir)
else
step(projectile,dir)
if(!proj_lingering && projectile.loc == current_loc) //if it didn't move since last time
del(projectile)
break
if(proj_trail && projectile)
spawn(0)
if(projectile)
var/obj/effect/overlay/trail = new /obj/effect/overlay(projectile.loc)
trail.icon = proj_trail_icon
trail.icon_state = proj_trail_icon_state
trail.density = 0
spawn(proj_trail_lifespan)
del(trail)
if(projectile.loc in range(target.loc,proj_trigger_range))
projectile.perform(list(target))
break
current_loc = projectile.loc
sleep(proj_step_delay)
if(projectile)
del(projectile)
+28
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/obj/effect/proc_holder/spell/targeted/trigger
name = "Trigger"
desc = "This spell triggers another spell or a few."
var/list/linked_spells = list() //those are just referenced by the trigger spell and are unaffected by it directly
var/list/starting_spells = list() //those are added on New() to contents from default spells and are deleted when the trigger spell is deleted to prevent memory leaks
/obj/effect/proc_holder/spell/targeted/trigger/New()
..()
for(var/spell in starting_spells)
var/spell_to_add = text2path(spell)
new spell_to_add(src) //should result in adding to contents, needs testing
/obj/effect/proc_holder/spell/targeted/trigger/Del()
for(var/spell in contents)
del(spell)
..()
/obj/effect/proc_holder/spell/targeted/trigger/cast(list/targets)
for(var/mob/living/target in targets)
for(var/obj/effect/proc_holder/spell/spell in contents)
spell.perform(list(target),0)
for(var/obj/effect/proc_holder/spell/spell in linked_spells)
spell.perform(list(target),0)
return
+34
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@@ -0,0 +1,34 @@
/obj/effect/proc_holder/spell/targeted/turf_teleport
name = "Turf Teleport"
desc = "This spell teleports the target to the turf in range."
var/inner_tele_radius = 1
var/outer_tele_radius = 2
var/include_space = 0 //whether it includes space tiles in possible teleport locations
var/include_dense = 0 //whether it includes dense tiles in possible teleport locations
/obj/effect/proc_holder/spell/targeted/turf_teleport/cast(list/targets)
for(var/mob/living/target in targets)
var/list/turfs = new/list()
for(var/turf/T in range(target,outer_tele_radius))
if(T in range(target,inner_tele_radius)) continue
if(istype(T,/turf/space) && !include_space) continue
if(T.density && !include_dense) continue
if(T.x>world.maxx-outer_tele_radius || T.x<outer_tele_radius) continue //putting them at the edge is dumb
if(T.y>world.maxy-outer_tele_radius || T.y<outer_tele_radius) continue
turfs += T
if(!turfs.len)
var/list/turfs_to_pick_from = list()
for(var/turf/T in orange(target,outer_tele_radius))
if(!(T in orange(target,inner_tele_radius)))
turfs_to_pick_from += T
turfs += pick(/turf in turfs_to_pick_from)
var/turf/picked = pick(turfs)
if(!picked || !isturf(picked))
return
target.loc = picked
+327
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/obj/effect/proc_holder/spell/targeted/projectile/magic_missile
name = "Magic Missile"
desc = "This spell fires several, slow moving, magic projectiles at nearby targets."
school = "evocation"
charge_max = 150
clothes_req = 1
invocation = "FORTI GY AMA"
invocation_type = "shout"
range = 7
max_targets = 0
proj_icon_state = "magicm"
proj_name = "a magic missile"
proj_lingering = 1
proj_type = "/obj/effect/proc_holder/spell/targeted/inflict_handler/magic_missile"
proj_lifespan = 20
proj_step_delay = 5
proj_trail = 1
proj_trail_lifespan = 5
proj_trail_icon_state = "magicmd"
/obj/effect/proc_holder/spell/targeted/inflict_handler/magic_missile
amt_weakened = 5
amt_dam_fire = 10
/obj/effect/proc_holder/spell/targeted/genetic/mutate
name = "Mutate"
desc = "This spell causes you to turn into a hulk and gain laser vision for a short while."
school = "transmutation"
charge_max = 400
clothes_req = 1
invocation = "BIRUZ BENNAR"
invocation_type = "shout"
message = "\blue You feel strong! You feel a pressure building behind your eyes!"
range = -1
include_user = 1
mutations = list(LASER, HULK)
duration = 300
/obj/effect/proc_holder/spell/targeted/inflict_handler/disintegrate
name = "Disintegrate"
desc = "This spell instantly kills somebody adjacent to you with the vilest of magick."
school = "evocation"
charge_max = 600
clothes_req = 1
invocation = "EI NATH"
invocation_type = "shout"
range = 1
destroys = "gib_brain"
sparks_spread = 1
sparks_amt = 4
/obj/effect/proc_holder/spell/targeted/smoke
name = "Smoke"
desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
school = "conjuration"
charge_max = 120
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = -1
include_user = 1
smoke_spread = 2
smoke_amt = 10
/obj/effect/proc_holder/spell/targeted/emplosion/disable_tech
name = "Disable Tech"
desc = "This spell disables all weapons, cameras and most other technology in range."
charge_max = 400
clothes_req = 1
invocation = "NEC CANTIO"
invocation_type = "shout"
range = -1
include_user = 1
emp_heavy = 6
emp_light = 10
/obj/effect/proc_holder/spell/targeted/turf_teleport/blink
name = "Blink"
desc = "This spell randomly teleports you a short distance."
school = "abjuration"
charge_max = 20
clothes_req = 1
invocation = "none"
invocation_type = "none"
range = -1
include_user = 1
smoke_spread = 1
smoke_amt = 10
inner_tele_radius = 0
outer_tele_radius = 6
centcomm_cancast = 0 //prevent people from getting to centcomm
/obj/effect/proc_holder/spell/targeted/area_teleport/teleport
name = "Teleport"
desc = "This spell teleports you to a type of area of your selection."
school = "abjuration"
charge_max = 600
clothes_req = 1
invocation = "SCYAR NILA"
invocation_type = "shout"
range = -1
include_user = 1
smoke_spread = 1
smoke_amt = 5
/obj/effect/proc_holder/spell/aoe_turf/conjure/forcewall
name = "Forcewall"
desc = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
school = "transmutation"
charge_max = 100
clothes_req = 0
invocation = "TARCOL MINTI ZHERI"
invocation_type = "whisper"
range = 0
summon_type = list("/obj/effect/forcefield")
summon_lifespan = 300
/obj/effect/proc_holder/spell/aoe_turf/conjure/carp
name = "Summon Carp"
desc = "This spell conjures a simple carp."
school = "conjuration"
charge_max = 1200
clothes_req = 1
invocation = "NOUK FHUNMM SACP RISSKA"
invocation_type = "shout"
range = 1
summon_type = list(/mob/living/simple_animal/hostile/carp)
/obj/effect/proc_holder/spell/aoe_turf/conjure/construct
name = "Artificer"
desc = "This spell conjures a construct which may be controlled by Shades"
school = "conjuration"
charge_max = 600
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = 0
summon_type = list(/obj/structure/constructshell)
/obj/effect/proc_holder/spell/aoe_turf/conjure/creature
name = "Summon Creature Swarm"
desc = "This spell tears the fabric of reality, allowing horrific daemons to spill forth"
school = "conjuration"
charge_max = 1200
clothes_req = 0
invocation = "IA IA"
invocation_type = "shout"
summon_amt = 10
range = 3
summon_type = list(/mob/living/simple_animal/hostile/creature)
/obj/effect/proc_holder/spell/targeted/trigger/blind
name = "Blind"
desc = "This spell temporarily blinds a single person and does not require wizard garb."
school = "transmutation"
charge_max = 300
clothes_req = 0
invocation = "STI KALY"
invocation_type = "whisper"
message = "\blue Your eyes cry out in pain!"
starting_spells = list("/obj/effect/proc_holder/spell/targeted/inflict_handler/blind","/obj/effect/proc_holder/spell/targeted/genetic/blind")
/obj/effect/proc_holder/spell/targeted/inflict_handler/blind
amt_eye_blind = 10
amt_eye_blurry = 20
/obj/effect/proc_holder/spell/targeted/genetic/blind
disabilities = 1
duration = 300
/obj/effect/proc_holder/spell/dumbfire/fireball
name = "Fireball"
desc = "This spell fires a fireball at a target and does not require wizard garb."
school = "evocation"
charge_max = 100
clothes_req = 0
invocation = "ONI SOMA"
invocation_type = "shout"
range = 20
proj_icon_state = "fireball"
proj_name = "a fireball"
proj_type = "/obj/effect/proc_holder/spell/turf/fireball"
proj_lifespan = 200
proj_step_delay = 1
/obj/effect/proc_holder/spell/turf/fireball/cast(var/turf/T)
explosion(T, -1, 1, 2, 3)
/obj/effect/proc_holder/spell/targeted/inflict_handler/fireball
amt_dam_brute = 20
amt_dam_fire = 25
/obj/effect/proc_holder/spell/targeted/explosion/fireball
ex_severe = -1
ex_heavy = -1
ex_light = 2
ex_flash = 5
//////////////////////////////Construct Spells/////////////////////////
/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser
charge_max = 1800
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor
name = "Floor Construction"
desc = "This spell constructs a cult floor"
school = "conjuration"
charge_max = 20
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = 0
summon_type = list(/turf/simulated/floor/engine/cult)
centcomm_cancast = 0 //Stop crashing the server by spawning turfs on transit tiles
/obj/effect/proc_holder/spell/aoe_turf/conjure/wall
name = "Leser Construction"
desc = "This spell constructs a cult wall"
school = "conjuration"
charge_max = 100
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = 0
summon_type = list(/turf/simulated/wall/cult)
centcomm_cancast = 0 //Stop crashing the server by spawning turfs on transit tiles
/obj/effect/proc_holder/spell/aoe_turf/conjure/wall/reinforced
name = "Greater Construction"
desc = "This spell constructs a reinforced metal wall"
school = "conjuration"
charge_max = 300
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = 0
centcomm_cancast = 0 //Stop crashing the server by spawning turfs on transit tiles
delay = 50
summon_type = list(/turf/simulated/wall/r_wall)
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone
name = "Summon Soulstone"
desc = "This spell reaches into Nar-Sie's realm, summoning one of the legendary fragments across time and space"
school = "conjuration"
charge_max = 3000
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = 0
summon_type = list(/obj/item/device/soulstone)
/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall
name = "Shield"
desc = "This spell creates a temporary forcefield to shield yourself and allies from incoming fire"
school = "transmutation"
charge_max = 300
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = 0
summon_type = list(/obj/effect/forcefield)
summon_lifespan = 50
/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift
name = "Phase Shift"
desc = "This spell allows you to pass through walls"
school = "transmutation"
charge_max = 200
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = -1
include_user = 1
phaseshift = 1
jaunt_duration = 50 //in deciseconds
centcomm_cancast = 0 //Stop people from getting to centcomm