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* Adds Untie Shoes, a 1-point wizard spell. (#84880) ## About The Pull Request Added Untie Shoes. This is a wizard spell that's seemingly weak but has some power under the surface. The first level unties, then knots shoes. The second level allows you to tie jackboots and the like. The third level allows you to summon shoes if the target has none. And, for the true pranksters out there, the fourth level makes invocations silent and gestureless. Also, it always slows noncarbons down a bit. It's also given to clowns after Jubilation, and the wizard themself, at max level for the latter, if they dont have it already. ### Why would you ever pick this?? Knotted shoes make the wearer unable to walk without being stunned and tripping on the floor. Let that sink in! Anyone hit twice by the spell is forced to crawl around or risk stepping on broken glass. Worse, they need to go through a looong process to untie their shoes to even drop them. This spell has infinite range, although casting from beyond screen range or through zlevels multiplies the cooldown by ten, which is excellent for softening up targets. It's a 1-point, ranged, supportive spell with low cooldown, which makes it excellent as a deterrent for harassing wizards at long range - something they often lack answers to. It's great for whittling down antimagic charges. It's funny. ## Why It's Good For The Game This spell is silly, comical, yet also very versatile and adds a rather large amount of depth to Wizard while also expanding on shoe knotting, which is inherently funny and rarely looked at. I also wanted it to work through camera consoles because that's EXTREMELY funny. The long cooldown should prevent it from being too annoying. ## Changelog 🆑 add: Adds Untie Shoes, a 1-point wizard spell. It can be upgraded to untie jackboots, summon shoes to untie, and become completely silent! /🆑 * Adds Untie Shoes, a 1-point wizard spell. --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
102 lines
4.1 KiB
Plaintext
102 lines
4.1 KiB
Plaintext
///how much we multiply cooldown (deciseconds) by to get the amount of blood to remove.
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///BLOOD_VOLUME_NORMAL is 560, expensive spells max out at around 60 seconds which is 600 deciseconds
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///removing 9/10ths of the cooldown from that puts us at 540 deciseconds, mult by 0.5 gives 270 blood taken
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///one second is worth 5 blood, roughly half of your normal amount of blood taken for a huge spell, seems fair
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#define COOLDOWN_TO_BLOOD_RATIO 0.5
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/**
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* # splattercasting component!
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*
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* Component that makes casted spells cost blood from the user and dramatically lowers their cooldown.
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*/
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/datum/component/splattercasting
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/datum/component/splattercasting/Initialize()
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if(!iscarbon(parent))
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return COMPONENT_INCOMPATIBLE
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/datum/component/splattercasting/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_SPECIES_LOSS, PROC_REF(on_species_change))
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RegisterSignal(parent, COMSIG_MOB_SPELL_PROJECTILE, PROC_REF(on_spell_projectile))
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RegisterSignal(parent, COMSIG_MOB_BEFORE_SPELL_CAST, PROC_REF(on_before_spell_cast))
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RegisterSignal(parent, COMSIG_MOB_AFTER_SPELL_CAST, PROC_REF(on_after_spell_cast))
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ADD_TRAIT(parent, TRAIT_SPLATTERCASTER, REF(src))
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/datum/component/splattercasting/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(COMSIG_SPECIES_LOSS, COMSIG_MOB_SPELL_PROJECTILE, COMSIG_MOB_BEFORE_SPELL_CAST, COMSIG_MOB_AFTER_SPELL_CAST))
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REMOVE_TRAIT(parent, TRAIT_SPLATTERCASTER, REF(src))
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///signal sent when a spell casts a projectile
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/datum/component/splattercasting/proc/on_species_change(mob/living/carbon/source, datum/species/lost_species)
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SIGNAL_HANDLER
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qdel(src)
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///signal sent when the parent casts a spell that has a projectile
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/datum/component/splattercasting/proc/on_spell_projectile(mob/living/carbon/source, datum/action/cooldown/spell/spell, atom/cast_on, obj/projectile/to_fire)
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SIGNAL_HANDLER
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if(spell.school == SCHOOL_SANGUINE)
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//already has blood themed projectiles
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return
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playsound(source, 'sound/effects/wounds/splatter.ogg', 60, TRUE, -1)
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to_fire.color = "#ff7070"
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to_fire.name = "blood-[to_fire.name]"
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to_fire.set_light(2, 2, LIGHT_COLOR_BLOOD_MAGIC, l_on = TRUE)
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///signal sent before parent casts a spell
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/datum/component/splattercasting/proc/on_before_spell_cast(mob/living/carbon/source, datum/action/cooldown/spell/spell, atom/cast_on)
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SIGNAL_HANDLER
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var/changed_spell = FALSE
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if(!(spell.spell_requirements & SPELL_REQUIRES_NO_ANTIMAGIC))
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spell.spell_requirements |= SPELL_REQUIRES_NO_ANTIMAGIC
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changed_spell = TRUE
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if(!(spell.antimagic_flags & MAGIC_RESISTANCE_HOLY))
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spell.antimagic_flags |= MAGIC_RESISTANCE_HOLY
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changed_spell = TRUE
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if(changed_spell)
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//we changed some kind of antimagic so we should check if the new version of the spell is still valid.
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//since can_cast_spell has already been checked before "before spell cast" only antimagic check should fail
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if(!spell.can_cast_spell(feedback = TRUE))
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return SPELL_CANCEL_CAST
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///signal sent after parent casts a spell
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/datum/component/splattercasting/proc/on_after_spell_cast(mob/living/carbon/source, datum/action/cooldown/spell/spell, atom/cast_on)
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SIGNAL_HANDLER
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if(spell.school == SCHOOL_SANGUINE)
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//allows for sanguine spells that work specially with blood to not interact with splattercasting.
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//might sound weird, but maybe in the future we'll have a spell that adds blood to the user when it hits a target
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//we wouldn't want that to cost blood.
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return
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//normal cooldown spell has
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var/cooldown_remaining = spell.next_use_time - world.time
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//how much we discount, we make the spell cost 1/10th of its actual cooldown
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var/new_cooldown = cooldown_remaining / 10
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//convert how much cooldown that spell saved into blood cost
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var/blood_cost = (cooldown_remaining - new_cooldown ) * COOLDOWN_TO_BLOOD_RATIO
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spell.StartCooldown(new_cooldown)
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source.blood_volume -= blood_cost
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var/cost_desc
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switch(blood_cost)
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if(1 to 50)
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cost_desc = "trickle"
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if(51 to 100)
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cost_desc = "stream"
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if(101 to 200)
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cost_desc = "river"
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if(201 to INFINITY)
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cost_desc = "torrent"
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to_chat(source, span_danger("You feel a [cost_desc] of your blood drained into the spell you just cast."))
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#undef COOLDOWN_TO_BLOOD_RATIO
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