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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
68 lines
1.6 KiB
Plaintext
68 lines
1.6 KiB
Plaintext
//These spells are given to the owner of a contract when a victim signs it.
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//As such they are REALLY REALLY powerful (because the victim is rewarded for signing it, and signing contracts is completely voluntary)
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/spell/contract
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name = "Contract Spell"
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desc = "A spell perfecting the techniques of keeping a servant happy and obedient."
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school = "transmutation"
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spell_flags = 0
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invocation = "none"
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invocation_type = SpI_NONE
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var/mob/subject
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/spell/contract/New(var/mob/M)
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..()
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subject = M
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name += " ([M.real_name])"
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/spell/contract/choose_targets()
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return list(subject)
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/spell/contract/cast(mob/target,mob/user)
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if(!subject)
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usr << "This spell was not properly given a target. Contact a coder."
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return null
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if(istype(target,/list))
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target = target[1]
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return target
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/spell/contract/reward
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name = "Reward Contractee"
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desc = "A spell that makes your contracted victim feel better."
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charge_max = 300
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cooldown_min = 100
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hud_state = "wiz_jaunt_old"
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/spell/contract/reward/cast(mob/living/target,mob/user)
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target = ..(target,user)
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if(!target)
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return
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target << "<span class='notice'>You feel great!</span>"
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target.ExtinguishMob()
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/spell/contract/punish
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name = "Punish Contractee"
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desc = "A spell that sets your contracted victim ablaze."
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charge_max = 300
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cooldown_min = 100
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hud_state = "gen_immolate"
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/spell/contract/punish/cast(mob/living/target,mob/user)
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target = ..(target,user)
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if(!target)
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return
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target << "<span class='danger'>You feel punished!</span>"
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target.fire_stacks += 15
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target.IgniteMob()
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