//in this file: Various events that directly aid the wizard. This is the "lets entice the wizard to use summon events!" file. /datum/round_event_control/wizard/robelesscasting //EI NUDTH! name = "Robeless Casting" weight = 2 typepath = /datum/round_event/wizard/robelesscasting/ max_occurrences = 1 earliest_start = 0 /datum/round_event/wizard/robelesscasting/start() for(var/mob/living/L in mob_list) //Hey if a corgi has magic missle he should get the same benifit as anyone if(L.mind && L.mind.spell_list.len != 0) var/spell_improved = 0 for(var/obj/effect/proc_holder/spell/S in L.mind.spell_list) if(S.clothes_req) S.clothes_req = 0 spell_improved = 1 if(spell_improved) L << "You suddenly feel like you never needed those garish robes in the first place..." //--// /datum/round_event_control/wizard/improvedcasting //blink x5 disintergrate x5 here I come! name = "Improved Casting" weight = 3 typepath = /datum/round_event/wizard/improvedcasting/ max_occurrences = 4 //because that'd be max level spells earliest_start = 0 /datum/round_event/wizard/improvedcasting/start() for(var/mob/living/L in mob_list) if(L.mind && L.mind.spell_list.len != 0) for(var/obj/effect/proc_holder/spell/S in L.mind.spell_list) S.name = initial(S.name) S.spell_level++ if(S.spell_level >= 6 || S.charge_max <= 0) //Badmin checks, these should never be a problem in normal play continue if(S.level_max <= 0) continue S.charge_max = round(initial(S.charge_max) - S.spell_level * (initial(S.charge_max) - S.cooldown_min) / S.level_max) if(S.charge_max < S.charge_counter) S.charge_counter = S.charge_max switch(S.spell_level) if(1) S.name = "Efficient [S.name]" if(2) S.name = "Quickened [S.name]" if(3) S.name = "Free [S.name]" if(4) S.name = "Instant [S.name]" if(5) S.name = "Ludicrous [S.name]" L << "You suddenly feel more competent with your casting!"