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Bay wizard port/rework (#1635)
Ports the newest bay wizard version, with some additions and changes. General changes: -ported the newest bay wizard -wizards can select some school of magic, which also changes their spell selection as whole. -added several new spells, like raise dead, contracts that bind the person with the wizard, and more. -added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards -changed the wizard checks to a faction check instead of a mind check -fixed wizards without certain slots due to race being fucked over due to it -added new artifacts -balanced some spells like the emp -added a lot of new sounds to spell, mostly from tg -remove horse mask from spell selection, also, you can melt the mask with acid now -wizard's spell are now displayed at round end like traitors and what they did buy -also fixes vaurca, and vox, antags spawning without a mask by default
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@@ -171,3 +171,41 @@
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nodamage = 1
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damage_type = HALLOSS
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muzzle_type = /obj/effect/projectile/bullet/muzzle
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//magic
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/obj/item/projectile/magic
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name = "bolt of nothing"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "spell"
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damage = 0
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check_armour = "energy"
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embed = 0
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damage_type = HALLOSS
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/obj/item/projectile/magic/fireball
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name = "fireball"
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icon_state = "fireball"
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damage = 20
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damage_type = BURN
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/obj/item/projectile/magic/fireball/on_impact(var/atom/A)
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explosion(A, 0, 0, 4)
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..()
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/obj/item/projectile/magic/teleport //literaly bluespace crystal code, because i am lazy and it seems to work
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name = "bolt of teleportation"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "energy2"
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var/blink_range = 8
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/obj/item/projectile/magic/teleport/on_hit(var/atom/hit_atom)
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var/turf/T = get_turf(hit_atom)
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single_spark(T)
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playsound(src.loc, "sparks", 50, 1)
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if(isliving(hit_atom))
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blink_mob(hit_atom)
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return ..()
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/obj/item/projectile/magic/teleport/proc/blink_mob(mob/living/L)
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do_teleport(L, get_turf(L), blink_range, asoundin = 'sound/effects/phasein.ogg')
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