mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 01:52:15 +00:00
Removes all \red's and \blues in favor of span classes. \red things that were bold were replaced with danger because it's warning but bold.
162 lines
5.3 KiB
Plaintext
162 lines
5.3 KiB
Plaintext
//////////////////////Scrying orb//////////////////////
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/obj/item/weapon/scrying
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name = "scrying orb"
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desc = "An incandescent orb of otherworldly energy, staring into it gives you vision beyond mortal means."
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bluespace"
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throw_speed = 3
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throw_range = 7
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throwforce = 10
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damtype = BURN
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force = 10
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hitsound = 'sound/items/welder2.ogg'
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/obj/item/weapon/scrying/attack_self(mob/living/user as mob)
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if(!user.is_wizard())
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if(istype(user, /mob/living/carbon/human))
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//Save the users active hand
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/E = H.internal_organs_by_name["eyes"]
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user << "<span class='warning'>You stare deep into the abyss. . . and the abyss stares back.</span>"
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sleep(10)
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user << "<span class='warning'>Your eyes fill with painful light, and you feel a sharp burning sensation in your head!</span>"
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user.show_message("<b>[user]</b> screams in horror!",2)
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playsound(user, 'sound/hallucinations/far_noise.ogg', 40, 1)
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user.drop_item()
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user.visible_message("<span class='danger'>Ashes pour out of [user]'s eye sockets!</span>")
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new /obj/effect/decal/cleanable/ash(get_turf(user))
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E.removed(user)
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qdel(E)
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H.adjustBrainLoss(50)
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H.hallucination += 20
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return
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else
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user << "<span class='info'>You can see... everything!</span>"
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visible_message("<span class='danger'>[user] stares into [src], their eyes glazing over.</span>")
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user.teleop = user.ghostize(1)
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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.")
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return
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/obj/item/weapon/melee/energy/wizard
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name = "rune sword"
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desc = "A large sword engraved with arcane markings, it seems to reverberate with unearthly powers."
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icon = 'icons/obj/sword.dmi'
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icon_state = "runesword0"
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item_state = "runesword0"
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contained_sprite = 1
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active_force = 40
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active_throwforce = 40
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active_w_class = 5
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force = 20
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throwforce = 30
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throw_speed = 5
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throw_range = 10
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w_class = 5
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slot_flags = SLOT_BELT
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 8)
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharp = 1
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edge = 1
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base_reflectchance = 60
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base_block_chance = 60
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can_block_bullets = 1
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shield_power = 150
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/obj/item/weapon/melee/energy/wizard/activate(mob/living/user)
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..()
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icon_state = "runesword1"
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item_state = "runesword1"
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user << "<span class='notice'>\The [src] surges to life!.</span>"
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/obj/item/weapon/melee/energy/wizard/deactivate(mob/living/user)
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..()
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icon_state = "runesword0"
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item_state = "runesword0"
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user << "<span class='notice'>\The [src] slowly dies out.</span>"
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/obj/item/weapon/melee/energy/wizard/attack(mob/living/M, mob/living/user, var/target_zone)
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if(user.is_wizard())
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return ..()
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var/zone = (user.hand ? "l_arm":"r_arm")
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/affecting = H.get_organ(zone)
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user << "<span class='danger'>The sword refuses you as its true wielder, slashing your [affecting.name] instead!</span>"
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user.apply_damage(active_force, BRUTE, zone, 0, sharp=1, edge=1)
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user.drop_from_inventory(src)
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return 1
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//skeleton weapons and armor
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/obj/item/clothing/suit/armor/bone
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name = "bone armor"
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desc = "A rudimentary armor made of bones of several creatures."
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icon = 'icons/obj/necromancer.dmi'
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icon_state = "bonearmor"
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item_state = "bonearmor"
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contained_sprite = 1
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species_restricted = list("Skeleton")
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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armor = list(melee = 50, bullet = 40, laser = 50, energy = 25, bomb = 30, bio = 0, rad = 0)
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/obj/item/clothing/head/helmet/bone
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name = "bone helmet"
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desc = "A rudimentary helmet made of some dead creature."
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icon = 'icons/obj/necromancer.dmi'
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icon_state = "skull"
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item_state = "skull"
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contained_sprite = 1
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species_restricted = list("Skeleton")
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armor = list(melee = 50, bullet = 40, laser = 50, energy = 25, bomb = 30, bio = 0, rad = 0)
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/obj/item/weapon/material/twohanded/spear/bone
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desc = "A spear crafted with bones of some long forgotten creature."
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default_material = "cursed bone"
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//lich phylactery
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/obj/item/phylactery
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name = "phylactery"
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desc = "A twisted mummified heart."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "cursedheart-off"
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origin_tech = list(TECH_BLUESPACE = 8, TECH_MATERIAL = 8, TECH_BIO = 8)
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w_class = 5
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light_color = "#6633CC"
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light_power = 3
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light_range = 4
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var/lich = null
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/obj/item/phylactery/New()
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..()
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world_phylactery += src
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/obj/item/phylactery/Destroy()
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lich << "<span class='danger'>Your phylactery was destroyed, your soul is cast into the abyss as your immortality vanishes away!</span>"
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world_phylactery -= src
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lich = null
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return ..()
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/obj/item/phylactery/examine(mob/user)
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..(user)
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if(!lich)
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user << "The heart is inert."
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else
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user << "The heart is pulsing slowly."
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/obj/item/phylactery/attackby(var/obj/item/I, var/mob/user)
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..()
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if(istype(I, /obj/item/weapon/nullrod))
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src.visible_message("\The [src] twists violently and explodes!")
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gibs(src.loc)
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qdel(src)
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return
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