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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
29 lines
2.3 KiB
Plaintext
29 lines
2.3 KiB
Plaintext
/obj/item/weapon/spellbook/student
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spellbook_type = /datum/spellbook/student
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/datum/spellbook/student
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name = "\improper student's spellbook"
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feedback = "ST"
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desc = "This spell book has a sticker on it that says, 'certified for children 5 and older'."
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book_desc = "This spellbook is dedicated to teaching neophytes in the ways of magic."
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title = "Book of Spells and Education"
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title_desc = "Hello. Congratulations on becoming a wizard. You may be asking yourself: What? A wizard? Already? Of course! \
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Anybody can become a wizard! Learning to be a good one is the hard part.<br>Without further adue, let us begin by learning the three concepts of wizardry, 'Spell slots', 'Spells', and \
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'Artifacts'.<br>Firstly lets try to understand the 'spell slot'. A spell slot is the measurable amount of spells and artifacts one tome can give. Most spells will only take up a singular spell slot, however more \
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powerful spells/artifacts can take up more.<br>Spells are spells. They can have requirements, such as wizard garb, and most can be upgraded by purchasing additional spell slots for them. \
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Most upgrades fall into two categories, 'Speed' and 'Power'. Speed upgrades decrease the time you have to spend recharging your spell. \
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Power increases the potency of your spells. Spells are also special in that they can be refunded while inside the Wizard Acadamy, so if you want to test a spell out before moving out into the field, feel free to do that in the comfort of our \
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home.<br>Artifacts, or 'Artefacts' as we call them, are powerful wizard tools or items made specially for wizards everywhere. Extremely potent, they cannot be refunded like spells, and some of them can be used by non-wizards, \
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so be careful!<br>Knowing these three concepts puts you in a league above most wizards, however knowledge of spells is just as important so we've included a list of spells below made specifically for the beginning wizard. Take all of them, or mix and match, \
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remember being creative is half of being a wizard!"
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book_flags = CAN_MAKE_CONTRACTS
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max_uses = 5
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spells = list(/spell/aoe_turf/knock = 1,
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/spell/targeted/ethereal_jaunt = 1,
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/spell/targeted/projectile/magic_missile = 1,
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/obj/item/weapon/gun/energy/staff/focus = 1,
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/obj/item/weapon/storage/belt/wands/full = 2,
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/obj/item/weapon/contract/wizard/xray = 1
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)
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