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https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
90 lines
3.5 KiB
Plaintext
90 lines
3.5 KiB
Plaintext
/spell/targeted/mind_transfer
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name = "Mind Transfer"
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desc = "This spell allows the user to switch bodies with a target."
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feedback = "MT"
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school = "transmutation"
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charge_max = 600
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spell_flags = 0
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invocation = "GIN'YU CAPAN"
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invocation_type = SpI_WHISPER
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max_targets = 1
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range = 1
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level_max = list(Sp_TOTAL = 4, Sp_SPEED = 4, Sp_POWER = 2)
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cooldown_min = 200 //100 deciseconds reduction per rank
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compatible_mobs = list(/mob/living/carbon/human) //which types of mobs are affected by the spell. NOTE: change at your own risk
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cast_sound = 'sound/magic/MandSwap.ogg'
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// TODO: Update to new antagonist system.
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var/list/protected_roles = list("Wizard","Changeling","Cultist", "Vampire") //which roles are immune to the spell
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var/msg_wait = 500 //how long in deciseconds it waits before telling that body doesn't feel right or mind swap robbed of a spell
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amt_paralysis = 20 //how much the victim is paralysed for after the spell
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hud_state = "wiz_mindswap"
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/spell/targeted/mind_transfer/cast(list/targets, mob/user)
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..()
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for(var/mob/living/target in targets)
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if(target.stat == DEAD)
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user << "You didn't study necromancy back at the Space Wizard Federation academy."
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continue
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if(!target.key || !target.mind)
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user << "They appear to be catatonic. Not even magic can affect their vacant mind."
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continue
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if(target.mind.special_role in protected_roles)
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user << "Their mind is resisting your spell."
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continue
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var/mob/living/victim = target//The target of the spell whos body will be transferred to.
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var/mob/caster = user//The wizard/whomever doing the body transferring.
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//MIND TRANSFER BEGIN
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if(caster.mind.special_verbs.len)//If the caster had any special verbs, remove them from the mob verb list.
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for(var/V in caster.mind.special_verbs)//Since the caster is using an object spell system, this is mostly moot.
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caster.verbs -= V//But a safety nontheless.
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if(victim.mind.special_verbs.len)//Now remove all of the victim's verbs.
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for(var/V in victim.mind.special_verbs)
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victim.verbs -= V
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var/mob/dead/observer/ghost = victim.ghostize(0)
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LAZYADD(ghost.spell_list, victim.spell_list) //If they have spells, transfer them. Now we basically have a backup mob.
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caster.mind.transfer_to(victim)
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for(var/spell/S in victim.spell_list)
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victim.remove_spell(S) //Doing it this way will allow the spell master to update accordingly and not cause bugs.
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for(var/spell/S in caster.spell_list)
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victim.add_spell(S) //Now they are inside the victim's body - this also generates the HUD
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caster.remove_spell(S)
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if(victim.mind.special_verbs.len)//To add all the special verbs for the original caster.
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for(var/V in caster.mind.special_verbs)//Not too important but could come into play.
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caster.verbs += V
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ghost.mind.transfer_to(caster)
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caster.key = ghost.key //have to transfer the key since the mind was not active
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for(var/spell/S in ghost.spell_list)
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caster.add_spell(S)
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LAZYCLEARLIST(ghost.spell_list)
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if(caster.mind.special_verbs.len)//If they had any special verbs, we add them here.
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for(var/V in caster.mind.special_verbs)
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caster.verbs += V
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//MIND TRANSFER END
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//Target is handled in ..(), so we handle the caster here
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caster.Paralyse(amt_paralysis)
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//After a certain amount of time the victim gets a message about being in a different body.
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spawn(msg_wait)
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caster << "<span class='danger'>You feel woozy and lightheaded. Your body doesn't seem like your own.</span>"
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/spell/targeted/mind_transfer/empower_spell()
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range++
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return "You have increased the range of [src]."
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