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Aurora.3/code/modules/spells/targeted/harvest.dm
LordFowl 692e830c15 Nar-Nar and Blob Fixes (#1569)
Updates Nar'Sie to respect new Baystation flooring mechanics. No longer will ugly floor decals persist even when their base turf has been cultified.
Harvesters, and in fact all constructs, can now use cult runes. Only harvesters can write them.
Updates the "Change Construct Shell" rune available to Harvesters to actually change the construct shell. Technically it's just an armor() rune, so any cultist can change the shell of their construct. Harvester option will replace the artificer options during Hell Rising events, since a harvester is basically just an upgraded artificer.
Harvesters will cultify turf and objects in a 3x3 square whenever they use a spell, just for more A E S T H E T I C
2017-01-15 20:50:01 +02:00

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/spell/targeted/harvest
name = "Harvest"
desc = "Back to where I come from, and you're coming with me."
school = "transmutation"
charge_max = 200
spell_flags = Z2NOCAST | CONSTRUCT_CHECK | INCLUDEUSER
invocation = ""
invocation_type = SpI_NONE
range = 0
max_targets = 0
overlay = 1
overlay_icon = 'icons/effects/effects.dmi'
overlay_icon_state = "rune_teleport"
overlay_lifespan = 0
hud_state = "const_harvest"
/spell/targeted/harvest/cast(list/targets, mob/user)//because harvest is already a proc
..()
for(var/obj/O in range(1,user))
O.cultify()
for(var/turf/T in range(1,user))
var/atom/movable/overlay/animation = new /atom/movable/overlay(T)
animation.name = "conjure"
animation.density = 0
animation.anchored = 1
animation.icon = 'icons/effects/effects.dmi'
animation.layer = 3
animation.master = T
if(istype(T,/turf/simulated/wall))
animation.icon_state = "cultwall"
flick("cultwall",animation)
else
animation.icon_state = "cultfloor"
flick("cultfloor",animation)
spawn(10)
qdel(animation)
T.cultify()
var/destination = null
for(var/obj/singularity/narsie/large/N in narsie_list)
destination = N.loc
break
if(destination)
var/prey = 0
for(var/mob/living/M in targets)
if(!findNullRod(M))
M.forceMove(destination)
if(M != user)
prey = 1
user << "<span class='sinister'>You warp back to Nar-Sie[prey ? " along with your prey":""].</span>"
else
user << "<span class='danger'>...something's wrong!</span>"//There shouldn't be an instance of Harvesters when Nar-Sie isn't in the world.