/obj/effect/proc_holder/spell/targeted/mind_transfer name = "Mind Transfer" desc = "This spell allows the user to switch bodies with a target." school = "transmutation" charge_max = 600 clothes_req = 0 invocation = "GIN'YU CAPAN" invocation_type = "whisper" range = 1 cooldown_min = 200 //100 deciseconds reduction per rank var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell var/paralysis_amount_caster = 20 //how much the caster is paralysed for after the spell var/paralysis_amount_victim = 20 //how much the victim is paralysed for after the spell action_icon_state = "mindswap" /* Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do. Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering. Also, you never added distance checking after target is selected. I've went ahead and did that. */ /obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets,mob/user = usr, distanceoverride) if(!targets.len) user << "No mind found!" return if(targets.len > 1) user << "Too many minds! You're not a hive damnit!"//Whaa...aat? return var/mob/living/target = targets[1] if(!(target in oview(range)) && !distanceoverride)//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it. user << "They are too far away!" return if(target.stat == DEAD) user << "You don't particularly want to be dead!" return if(!target.key || !target.mind) user << "They appear to be catatonic! Not even magic can affect their vacant mind." return if(target.mind.special_role in protected_roles) user << "Their mind is resisting your spell!" return var/mob/living/victim = target//The target of the spell whos body will be transferred to. var/mob/caster = user//The wizard/whomever doing the body transferring. //MIND TRANSFER BEGIN if(caster.mind.special_verbs.len)//If the caster had any special verbs, remove them from the mob verb list. for(var/V in caster.mind.special_verbs)//Since the caster is using an object spell system, this is mostly moot. caster.verbs -= V//But a safety nontheless. if(victim.mind.special_verbs.len)//Now remove all of the victim's verbs. for(var/V in victim.mind.special_verbs) victim.verbs -= V var/mob/dead/observer/ghost = victim.ghostize(0) caster.mind.transfer_to(victim) if(victim.mind.special_verbs.len)//To add all the special verbs for the original caster. for(var/V in caster.mind.special_verbs)//Not too important but could come into play. caster.verbs += V ghost.mind.transfer_to(caster) caster.key = ghost.key //have to transfer the key since the mind was not active if(caster.mind.special_verbs.len)//If they had any special verbs, we add them here. for(var/V in caster.mind.special_verbs) caster.verbs += V //MIND TRANSFER END //Here we paralyze both mobs and knock them out for a time. caster.Paralyse(paralysis_amount_caster) victim.Paralyse(paralysis_amount_victim) caster << sound('sound/magic/MandSwap.ogg') victim << sound('sound/magic/MandSwap.ogg')// only the caster and victim hear the sounds, that way no one knows for sure if the swap happened