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Additionally all spells can now use all 5 spell points now (though the functionality to have spells that don't follow this rule is still there). The new variable "cooldown_min" defines (in deciseconds) what the cooldown should be if all 5 spell points are used on it. For example if you had a 100 charge_max and a 60 cooldown_min, every rank used on that spell would reduce charge_max by 10 Specifics of how the cooldown is affected for each spell has been commented in
298 lines
18 KiB
Plaintext
298 lines
18 KiB
Plaintext
/obj/item/weapon/spellbook
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name = "spell book"
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desc = "The legendary book of spells of the wizard."
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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throw_speed = 1
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throw_range = 5
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w_class = 1.0
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flags = FPRINT | TABLEPASS
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var/uses = 5
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var/temp = null
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var/max_uses = 5
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var/op = 1
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/obj/item/weapon/spellbook/attackby(obj/item/O as obj, mob/user as mob)
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if(istype(O, /obj/item/weapon/contract))
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var/obj/item/weapon/contract/contract = O
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if(contract.used)
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user << "The contract has been used, you can't get your points back now."
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else
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user << "You feed the contract back into the spellbook, refunding your points."
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src.max_uses++
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src.uses++
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del (O)
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/obj/item/weapon/spellbook/attack_self(mob/user as mob)
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user.set_machine(src)
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var/dat
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if(temp)
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dat = "[temp]<BR><BR><A href='byond://?src=\ref[src];temp=1'>Clear</A>"
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else
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dat = "<B>The Book of Spells:</B><BR>"
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dat += "Spells left to memorize: [uses]<BR>"
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dat += "<HR>"
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dat += "<B>Memorize which spell:</B><BR>"
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dat += "<I>The number after the spell name is the cooldown time.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=magicmissile'>Magic Missile</A> (15)<BR>"
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dat += "<I>This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=fireball'>Fireball</A> (10)<BR>"
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dat += "<I>This spell fires a fireball in the direction you're facing and does not require wizard garb. Be careful not to fire it at people that are standing next to you.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=disintegrate'>Disintegrate</A> (60)<BR>"
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dat += "<I>This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=disabletech'>Disable Technology</A> (60)<BR>"
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dat += "<I>This spell disables all weapons, cameras and most other technology in range.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=smoke'>Smoke</A> (10)<BR>"
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dat += "<I>This spell spawns a cloud of choking smoke at your location and does not require wizard garb.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=blind'>Blind</A> (30)<BR>"
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dat += "<I>This spell temporarly blinds a single person and does not require wizard garb.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=mindswap'>Mind Transfer</A> (60)<BR>"
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dat += "<I>This spell allows the user to switch bodies with a target. Careful to not lose your memory in the process.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=forcewall'>Forcewall</A> (10)<BR>"
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dat += "<I>This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=blink'>Blink</A> (2)<BR>"
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dat += "<I>This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=teleport'>Teleport</A> (60)<BR>"
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dat += "<I>This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=mutate'>Mutate</A> (60)<BR>"
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dat += "<I>This spell causes you to turn into a hulk and gain telekinesis for a short while.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=etherealjaunt'>Ethereal Jaunt</A> (30)<BR>"
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dat += "<I>This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=knock'>Knock</A> (10)<BR>"
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dat += "<I>This spell opens nearby doors and does not require wizard garb.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=horseman'>Curse of the Horseman</A> (15)<BR>"
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dat += "<I>This spell will curse a person to wear an unremovable horse mask (it has glue on the inside) and speak like a horse. It does not require wizard garb.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=fleshtostone'>Flesh to Stone</A> (60)<BR>"
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dat += "<I>This spell will curse a person to immediately turn into an unmoving statue. The effect will eventually wear off if the statue is not destroyed.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=summonguns'>Summon Guns</A> (One time use, global spell)<BR>"
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dat += "<I>Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill eachother. Just be careful not to get hit in the crossfire!</I><BR>"
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dat += "<HR>"
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dat += "<B>Artefacts:</B><BR>"
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dat += "Powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells.<BR>"
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dat += "It is recommended that only experienced wizards attempt to wield such artefacts.<BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=staffchange'>Staff of Change</A><BR>"
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dat += "<I>An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself.</I><BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=soulstone'>Six Soul Stone Shards and the spell Artificer</A><BR>"
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dat += "<I>Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot.</I><BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=armor'>Mastercrafted Armor Set</A><BR>"
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dat += "<I>An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space.</I><BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=staffanimation'>Staff of Animation</A><BR>"
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dat += "<I>An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines.</I><BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=contract'>Contract of Apprenticeship</A><BR>"
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dat += "<I>A magical contract binding an apprentice wizard to your service, using it will summon them to your side.</I><BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=scrying'>Scrying Orb</A><BR>"
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dat += "<I>An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision.</I><BR>"
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dat += "<HR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=rememorize'>Re-memorize Spells</A><BR>"
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user << browse(dat, "window=radio")
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onclose(user, "radio")
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return
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/obj/item/weapon/spellbook/Topic(href, href_list)
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..()
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var/mob/living/carbon/human/H = usr
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if(H.stat || H.restrained())
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return
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if(!istype(H, /mob/living/carbon/human))
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return 1
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if(H.mind.special_role == "apprentice")
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temp = "If you got caught sneaking a peak from your teacher's spellbook, you'd likely be expelled from the Wizard Academy. Better not."
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return
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if(loc == H || (in_range(src, H) && istype(loc, /turf)))
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H.set_machine(src)
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if(href_list["spell_choice"])
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if(href_list["spell_choice"] == "rememorize")
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var/area/wizard_station/A = locate()
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if(usr in A.contents)
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uses = max_uses
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H.spellremove(usr)
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temp = "All spells have been removed. You may now memorize a new set of spells."
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feedback_add_details("wizard_spell_learned","UM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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else
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temp = "You may only re-memorize spells whilst located inside the wizard sanctuary."
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else if(uses >= 1 && max_uses >=1)
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uses--
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/*
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*/
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var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disintegrate = "Disintegrate", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", fleshtostone = "Flesh to Stone", summonguns = "Summon Guns", staffchange = "Staff of Change", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation")
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var/already_knows = 0
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for(var/obj/effect/proc_holder/spell/aspell in H.spell_list)
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if(available_spells[href_list["spell_choice"]] == initial(aspell.name))
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already_knows = 1
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if(aspell.spell_level >= aspell.level_max)
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temp = "This spell cannot be improved further."
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uses++
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break
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else
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aspell.name = initial(aspell.name)
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aspell.spell_level++
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aspell.charge_max = round(initial(aspell.charge_max) - aspell.spell_level * (initial(aspell.charge_max) - aspell.cooldown_min)/ aspell.level_max)
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if(aspell.charge_max < aspell.charge_counter)
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aspell.charge_counter = aspell.charge_max
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switch(aspell.spell_level)
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if(1)
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temp = "You have improved [aspell.name] into Efficient [aspell.name]."
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aspell.name = "Efficient [aspell.name]"
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if(2)
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temp = "You have further improved [aspell.name] into Quickened [aspell.name]."
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aspell.name = "Quickened [aspell.name]"
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if(3)
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temp = "You have further improved [aspell.name] into Free [aspell.name]."
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aspell.name = "Free [aspell.name]"
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if(4)
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temp = "You have further improved [aspell.name] into Instant [aspell.name]."
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aspell.name = "Instant [aspell.name]"
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if(aspell.spell_level >= aspell.level_max)
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temp += " This spell cannot be strengthened any further."
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/*
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*/
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if(!already_knows)
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switch(href_list["spell_choice"])
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if("magicmissile")
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feedback_add_details("wizard_spell_learned","MM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile(H)
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temp = "You have learned magic missile."
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if("fireball")
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feedback_add_details("wizard_spell_learned","FB") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/dumbfire/fireball(H)
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temp = "You have learned fireball."
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if("disintegrate")
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feedback_add_details("wizard_spell_learned","DG") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/inflict_handler/disintegrate(H)
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temp = "You have learned disintegrate."
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if("disabletech")
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feedback_add_details("wizard_spell_learned","DT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/emplosion/disable_tech(H)
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temp = "You have learned disable technology."
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if("smoke")
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feedback_add_details("wizard_spell_learned","SM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/smoke(H)
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temp = "You have learned smoke."
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if("blind")
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feedback_add_details("wizard_spell_learned","BD") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/trigger/blind(H)
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temp = "You have learned blind."
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if("mindswap")
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feedback_add_details("wizard_spell_learned","MT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/mind_transfer(H)
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temp = "You have learned mindswap."
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if("forcewall")
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feedback_add_details("wizard_spell_learned","FW") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/forcewall(H)
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temp = "You have learned forcewall."
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if("blink")
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feedback_add_details("wizard_spell_learned","BL") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/turf_teleport/blink(H)
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temp = "You have learned blink."
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if("teleport")
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feedback_add_details("wizard_spell_learned","TP") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/area_teleport/teleport(H)
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temp = "You have learned teleport."
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if("mutate")
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feedback_add_details("wizard_spell_learned","MU") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/genetic/mutate(H)
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temp = "You have learned mutate."
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if("etherealjaunt")
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feedback_add_details("wizard_spell_learned","EJ") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(H)
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temp = "You have learned ethereal jaunt."
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if("knock")
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feedback_add_details("wizard_spell_learned","KN") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/knock(H)
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temp = "You have learned knock."
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if("horseman")
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feedback_add_details("wizard_spell_learned","HH") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/horsemask(H)
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temp = "You have learned curse of the horseman."
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if("fleshtostone")
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feedback_add_details("wizard_spell_learned","FS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/inflict_handler/flesh_to_stone(H)
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temp = "You have learned flesh to stone."
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if("summonguns")
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feedback_add_details("wizard_spell_learned","SG") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.rightandwrong()
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max_uses--
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temp = "You have cast summon guns."
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if("staffchange")
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feedback_add_details("wizard_spell_learned","ST") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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new /obj/item/weapon/gun/energy/staff(get_turf(H))
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temp = "You have purchased a staff of change."
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max_uses--
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if("soulstone")
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feedback_add_details("wizard_spell_learned","SS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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new /obj/item/weapon/storage/belt/soulstone/full(get_turf(H))
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H.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/construct(H)
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temp = "You have purchased a belt full of soulstones and have learned the artificer spell."
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max_uses--
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if("armor")
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feedback_add_details("wizard_spell_learned","HS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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new /obj/item/clothing/shoes/sandal(get_turf(H)) //In case they've lost them.
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new /obj/item/clothing/gloves/purple(get_turf(H))//To complete the outfit
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new /obj/item/clothing/suit/space/rig/wizard(get_turf(H))
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new /obj/item/clothing/head/helmet/space/rig/wizard(get_turf(H))
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temp = "You have purchased a suit of wizard armor."
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max_uses--
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if("staffanimation")
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feedback_add_details("wizard_spell_learned","SA") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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new /obj/item/weapon/gun/energy/staff/animate(get_turf(H))
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temp = "You have purchased a staff of animation."
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max_uses--
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if("contract")
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feedback_add_details("wizard_spell_learned","CT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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new /obj/item/weapon/contract(get_turf(H))
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temp = "You have purchased a contract of apprenticeship."
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max_uses--
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if("scrying")
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feedback_add_details("wizard_spell_learned","SO") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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new /obj/item/weapon/scrying(get_turf(H))
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if (!(XRAY in H.mutations))
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H.mutations.Add(XRAY)
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H.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
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H.see_in_dark = 8
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H.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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H << "\blue The walls suddenly disappear."
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temp = "You have purchased a scrying orb, and gained x-ray vision."
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max_uses--
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else
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if(href_list["temp"])
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temp = null
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attack_self(H)
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return
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