Splits the Summon Equipment spell into two different spells, fixes a bug with Summon Equipment (#52685)

This commit is contained in:
ATH1909
2020-08-24 21:02:06 -03:00
committed by GitHub
parent c2b3c16d0c
commit 5cafdbbc72
+26 -25
View File
@@ -159,10 +159,10 @@
invocation = "Ta'gh fara'qha fel d'amar det!"
/datum/action/innate/cult/blood_spell/emp/Activate()
owner.whisper(invocation, language = /datum/language/common)
owner.visible_message("<span class='warning'>[owner]'s hand flashes a bright blue!</span>", \
"<span class='cultitalic'>You speak the cursed words, emitting an EMP blast from your hand.</span>")
empulse(owner, 2, 5)
owner.whisper(invocation, language = /datum/language/common)
charges--
if(charges<=0)
qdel(src)
@@ -182,31 +182,32 @@
health_cost = 12
/datum/action/innate/cult/blood_spell/equipment
name = "Summon Equipment"
desc = "Allows you to summon a ritual dagger, or empowers your hand to summon combat gear onto a cultist you touch, including cult armor, a cult bola, and a cult sword."
name = "Summon Combat Equipment"
desc = "Empowers your hand to summon combat gear onto a cultist you touch, including cult armor, a cult bola, and a cult sword. Not recommended for use before the blood cult's presence has been revealed."
button_icon_state = "equip"
magic_path = "/obj/item/melee/blood_magic/armor"
/datum/action/innate/cult/blood_spell/equipment/Activate()
var/choice = alert(owner,"Choose your equipment type",,"Combat Equipment","Ritual Dagger","Cancel")
if(choice == "Ritual Dagger")
var/turf/T = get_turf(owner)
owner.visible_message("<span class='warning'>[owner]'s hand glows red for a moment.</span>", \
"<span class='cultitalic'>Red light begins to shimmer and take form within your hand!</span>")
var/obj/O = new /obj/item/melee/cultblade/dagger(T)
if(owner.put_in_hands(O))
to_chat(owner, "<span class='warning'>A ritual dagger appears in your hand!</span>")
else
owner.visible_message("<span class='warning'>A ritual dagger appears at [owner]'s feet!</span>", \
"<span class='cultitalic'>A ritual dagger materializes at your feet.</span>")
SEND_SOUND(owner, sound('sound/effects/magic.ogg',0,1,25))
charges--
desc = base_desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
if(charges<=0)
qdel(src)
else if(choice == "Combat Equipment")
..()
/datum/action/innate/cult/blood_spell/dagger
name = "Summon Ritual Dagger"
desc = "Allows you to summon a ritual dagger, in case you've lost the dagger that was given to you."
invocation = "Wur d'dai leev'mai k'sagan!" //where did I leave my keys, again?
button_icon_state = "equip" //this is the same icon that summon equipment uses, but eh, I'm not a spriter
/datum/action/innate/cult/blood_spell/dagger/Activate()
var/turf/owner_turf = get_turf(owner)
owner.whisper(invocation, language = /datum/language/common)
owner.visible_message("<span class='warning'>[owner]'s hand glows red for a moment.</span>", \
"<span class='cultitalic'>Your plea for aid is answered, and light begins to shimmer and take form within your hand!</span>")
var/obj/item/melee/cultblade/dagger/summoned_blade = new (owner_turf)
if(owner.put_in_hands(summoned_blade))
to_chat(owner, "<span class='warning'>A ritual dagger appears in your hand!</span>")
else
owner.visible_message("<span class='warning'>A ritual dagger appears at [owner]'s feet!</span>", \
"<span class='cultitalic'>A ritual dagger materializes at your feet.</span>")
SEND_SOUND(owner, sound('sound/effects/magic.ogg', FALSE, 0, 25))
charges--
if(charges <= 0)
qdel(src)
/datum/action/innate/cult/blood_spell/horror
name = "Hallucinations"
@@ -666,14 +667,14 @@
return TRUE
//Armor: Gives the target a basic cultist combat loadout
//Armor: Gives the target (cultist) a basic cultist combat loadout
/obj/item/melee/blood_magic/armor
name = "Arming Aura"
desc = "Will equipt cult combat gear onto a cultist on contact."
color = "#33cc33" // green
/obj/item/melee/blood_magic/armor/afterattack(atom/target, mob/living/carbon/user, proximity)
if(iscarbon(target) && proximity)
if(iscarbon(target) && iscultist(target) && proximity)
uses--
var/mob/living/carbon/C = target
C.visible_message("<span class='warning'>Otherworldly armor suddenly appears on [C]!</span>")