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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
72 lines
1.7 KiB
Plaintext
72 lines
1.7 KiB
Plaintext
/spell/aoe_turf/knock
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name = "Knock"
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desc = "This spell opens nearby doors and does not require wizard garb."
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feedback = "KN"
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school = "transmutation"
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charge_max = 100
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spell_flags = 0
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invocation = "AULIE OXIN FIERA"
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invocation_type = SpI_WHISPER
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range = 3
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cooldown_min = 20 //20 deciseconds reduction per rank
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cast_sound = 'sound/magic/Knock.ogg'
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hud_state = "wiz_knock"
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/spell/aoe_turf/knock/cast(list/targets)
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for(var/turf/T in targets)
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for(var/obj/machinery/door/door in T.contents)
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spawn(1)
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if(istype(door,/obj/machinery/door/airlock))
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var/obj/machinery/door/airlock/AL = door //casting is important
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AL.locked = 0
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door.open()
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return
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/spell/aoe_turf/knock/empower_spell()
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if(!..())
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return 0
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range *= 2
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return "You've doubled the range of [src]."
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//Construct version
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/spell/aoe_turf/knock/harvester
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name = "Disintegrate Doors"
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desc = "No door shall stop you."
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spell_flags = CONSTRUCT_CHECK
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charge_max = 100
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invocation = ""
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invocation_type = "silent"
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range = 5
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hud_state = "const_knock"
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/spell/aoe_turf/knock/harvester/cast(list/targets)
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for(var/turf/T in targets)
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for(var/obj/machinery/door/door in T.contents)
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spawn door.cultify()
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for(var/obj/O in range(1,user))
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O.cultify()
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for(var/turf/T in range(1,user))
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var/atom/movable/overlay/animation = new /atom/movable/overlay(T)
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animation.name = "conjure"
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animation.density = 0
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animation.anchored = 1
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animation.icon = 'icons/effects/effects.dmi'
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animation.layer = 3
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animation.master = T
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if(istype(T,/turf/simulated/wall))
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animation.icon_state = "cultwall"
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flick("cultwall",animation)
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else
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animation.icon_state = "cultfloor"
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flick("cultfloor",animation)
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spawn(10)
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qdel(animation)
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T.cultify()
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return
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