Files
Aurora.3/code/game/gamemodes/wizard/spell3.dm
T
uporotiy 39efab2ce3 Added the very basis of cultist mode, it doesn't have proper objectives yet, but at least I can catch some bugs via playtesting, hopefully.
Wizards now shout a spell when they're casting - not corresponding to the spell itself, though, it's a placeholder until granny finishes his voice acting.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@336 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-20 21:46:31 +00:00

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/client/proc/knock()
set category = "Spells"
set name = "Knock"
if(usr.stat)
usr << "Not when you're incapicated."
return
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe))
usr << "I don't feel strong enough without my robe."
return
if(!istype(usr:shoes, /obj/item/clothing/shoes/sandal))
usr << "I don't feel strong enough without my sandals."
return
if(!istype(usr:head, /obj/item/clothing/head/wizard))
usr << "I don't feel strong enough without my hat."
return
usr.verbs -= /client/proc/knock
spawn(100)
usr.verbs += /client/proc/knock
usr.say("AULIE OXIN FIERA")
if(!usr.miming)
if(usr.gender=="male")
playsound(usr.loc, pick('vs_chant_conj_hm.wav','vs_chant_conj_lm.wav','vs_chant_ench_hm.wav','vs_chant_ench_lm.wav','vs_chant_evoc_hm.wav','vs_chant_evoc_lm.wav','vs_chant_illu_hm.wav','vs_chant_illu_lm.wav','vs_chant_necr_hm.wav','vs_chant_necr_lm.wav'), 100, 1)
else
playsound(usr.loc, pick('vs_chant_conj_hf.wav','vs_chant_conj_lf.wav','vs_chant_ench_hf.wav','vs_chant_ench_lf.wav','vs_chant_evoc_hf.wav','vs_chant_evoc_lf.wav','vs_chant_illu_hf.wav','vs_chant_illu_lf.wav','vs_chant_necr_hf.wav','vs_chant_necr_lf.wav'), 100, 1)
for(var/obj/machinery/door/G in oview(3))
spawn(1)
G.open()
return