//////////////////////Scrying orb////////////////////// /obj/item/weapon/scrying name = "scrying orb" desc = "An incandescent orb of otherworldly energy, staring into it gives you vision beyond mortal means." icon = 'icons/obj/projectiles.dmi' icon_state = "bluespace" throw_speed = 3 throw_range = 7 throwforce = 10 damtype = BURN force = 10 hitsound = 'sound/items/welder2.ogg' /obj/item/weapon/scrying/attack_self(mob/user as mob) if(!(user.faction == "Space Wizard")) if(istype(user, /mob/living/carbon/human)) //Save the users active hand var/mob/living/carbon/human/H = user var/obj/item/organ/E = H.internal_organs_by_name["eyes"] user << "\red You stare deep into the abyss. . . and the abyss stares back." sleep(10) user << "\red Your eyes fill with painful light, and you feel a sharp burning sensation in your head!" user.show_message("[user] screams in horror!",2) playsound(user, 'sound/hallucinations/far_noise.ogg', 40, 1) user.drop_item() user.visible_message("Ashes pour out of [user]'s eye sockets!") new /obj/effect/decal/cleanable/ash(get_turf(user)) E.removed(user) qdel(E) H.adjustBrainLoss(50) H.hallucination += 20 return else user << "You can see... everything!" visible_message("[user] stares into [src], their eyes glazing over.") user.teleop = user.ghostize(1) announce_ghost_joinleave(user.teleop, 1, "You feel that they used a powerful artifact to [pick("invade","disturb","disrupt","infest","taint","spoil","blight")] this place with their presence.") return /obj/item/weapon/melee/energy/wizard name = "rune sword" desc = "A large sword engraved with arcane markings, it seems to reverberate with unearthly powers." icon = 'icons/obj/sword.dmi' icon_state = "runesword0" item_state = "runesword0" contained_sprite = 1 active_force = 40 active_throwforce = 40 active_w_class = 5 force = 20 throwforce = 30 throw_speed = 5 throw_range = 10 w_class = 5 flags = NOBLOODY origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 8) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' sharp = 1 edge = 1 slot_flags = SLOT_BELT /obj/item/weapon/melee/energy/wizard/activate(mob/living/user) ..() icon_state = "runesword1" item_state = "runesword1" user << "\The [src] surges to life!." /obj/item/weapon/melee/energy/wizard/deactivate(mob/living/user) ..() icon_state = "runesword0" item_state = "runesword0" user << "\The [src] slowly dies out." /obj/item/weapon/melee/energy/wizard/attack(mob/living/M, mob/living/user, var/target_zone) if(user.faction == "Space Wizard") return ..() var/zone = (user.hand ? "l_arm":"r_arm") if(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/external/affecting = H.get_organ(zone) user << "The sword refuses you as its true wielder, slashing your [affecting.name] instead!" user.apply_damage(active_force, BRUTE, zone, 0, sharp=1, edge=1) user.drop_from_inventory(src) return 1 /* //commented until issues with sparks and sword blocking updates are merged /obj/item/weapon/melee/energy/wizard/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") if(active && default_parry_check(user, attacker, damage_source) && prob(50)) user.visible_message("\The [user] parries [attack_text] with \the [src]!") var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() spark_system.set_up(5, 0, user.loc) spark_system.start() playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1) return 1 return 0 */ //skeleton weapons and armor /obj/item/clothing/suit/bone name = "bone armor" desc = "A rudimentary armor made of bones of several creatures." icon = 'icons/obj/necromancer.dmi' icon_state = "bonearmor" item_state = "bonearmor" contained_sprite = 1 species_restricted = list("Skeleton") body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS armor = list(melee = 50, bullet = 40, laser = 50, energy = 25, bomb = 30, bio = 0, rad = 0) /obj/item/clothing/head/helmet/bone name = "bone helmet" desc = "A rudimentary helmet made of some dead creature." icon = 'icons/obj/necromancer.dmi' icon_state = "skull" item_state = "skull" contained_sprite = 1 species_restricted = list("Skeleton") armor = list(melee = 50, bullet = 40, laser = 50, energy = 25, bomb = 30, bio = 0, rad = 0) /obj/item/weapon/material/twohanded/spear/bone desc = "A spear crafted with bones of some long forgotten creature." default_material = "cursed bone"