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https://github.com/Bubberstation/Bubberstation.git
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Created defines for disabilities and sdisabilities bitflags. Thos areas of code really need attention. Why are there so many blind variables/flags D= disability bitflags are located in setup.dm Handcuff overlays now update when beepsky/ed-209s cuff you. Resolves issue 628. Took a stab at tidying up handle_regular_hud_updates() for humans. If it's all working perfectly as it appears to be I'll start doing the same for other mobs. Whomever started 'fixing' this and then just abandoned it with redundant and heavily-broken code should be ashamed :[ It was/is in a real sorry state. Resolves issue 617. Shades can no longer be weakened (stunbatons etc). Fixed an issue with one of the antag deaf-sting/rune/whatever-it-was-I-forget causing nearsightedness rather than deafness :P git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3985 316c924e-a436-60f5-8080-3fe189b3f50e
572 lines
14 KiB
Plaintext
572 lines
14 KiB
Plaintext
//BLIND
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/client/proc/blind()
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set category = "Spells"
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set name = "Blind"
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set desc = "This spell temporarly blinds a single person and does not require wizard garb."
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var/mob/M = input(usr, "Who do you wish to blind?") as mob in oview()
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if(M)
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/blind
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spawn(300)
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usr.verbs += /client/proc/blind
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usr.whisper("STI KALY")
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var/obj/effect/overlay/B = new /obj/effect/overlay( M.loc )
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B.icon_state = "blspell"
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B.icon = 'wizard.dmi'
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B.name = "spell"
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B.anchored = 1
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B.density = 0
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B.layer = 4
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M.canmove = 0
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spawn(5)
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del(B)
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M.canmove = 1
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M << text("\blue Your eyes cry out in pain!")
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M.disabilities |= NEARSIGHTED
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spawn(300)
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M.disabilities &= ~NEARSIGHTED
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M.eye_blind = 10
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M.eye_blurry = 20
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return
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//MAGIC MISSILE
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/client/proc/magicmissile()
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set category = "Spells"
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set name = "Magic missile"
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set desc = "This spell fires several, slow moving, magic projectiles at nearby targets."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.say("FORTI GY AMA")
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for (var/mob/living/M as mob in oview())
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spawn(0)
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var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
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A.icon_state = "magicm"
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A.icon = 'wizard.dmi'
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A.name = "a magic missile"
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A.anchored = 0
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A.density = 0
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A.layer = 4
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var/i
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for(i=0, i<20, i++)
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if (!istype(M)) //it happens sometimes --rastaf0
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break
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var/obj/effect/overlay/B = new /obj/effect/overlay( A.loc )
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B.icon_state = "magicmd"
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B.icon = 'wizard.dmi'
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B.name = "trail"
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B.anchored = 1
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B.density = 0
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B.layer = 3
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spawn(5)
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del(B)
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step_to(A,M,0)
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if (get_dist(A,M) == 0)
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M.Weaken(5)
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M.take_overall_damage(0,10)
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del(A)
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return
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sleep(5)
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del(A)
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usr.verbs -= /client/proc/magicmissile
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spawn(100)
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usr.verbs += /client/proc/magicmissile
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//SMOKE
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/client/proc/smokecloud()
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set category = "Spells"
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set name = "Smoke"
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set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/smokecloud
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spawn(120)
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usr.verbs += /client/proc/smokecloud
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var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
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smoke.set_up(10, 0, usr.loc)
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smoke.start()
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//SLEEP SMOKE
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///client/proc/smokecloud()
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//
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// set category = "Spells"
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// set name = "Sleep Smoke"
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// set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb. But, without the robes, you have no protection against the magic."
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// if(usr.stat)
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// src << "Not when you are incapacitated."
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// return
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// if(!usr.casting()) return
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// usr.verbs -= /client/proc/smokecloud
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// spawn(120)
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// usr.verbs += /client/proc/smokecloud
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// var/datum/effect/system/sleep_smoke_spread/smoke = new /datum/effect/system/sleep_smoke_spread()
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// smoke.set_up(10, 0, usr.loc)
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// smoke.start()
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//FORCE WALL
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/obj/effect/forcefield
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desc = "A space wizard's magic wall."
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name = "FORCEWALL"
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icon = 'effects.dmi'
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icon_state = "m_shield"
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anchored = 1.0
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opacity = 0
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density = 1
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unacidable = 1
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bullet_act(var/obj/item/projectile/Proj, var/def_zone)
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var/turf/T = get_turf(src.loc)
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if(T)
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for(var/mob/M in T)
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Proj.on_hit(M,M.bullet_act(Proj, def_zone))
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return
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/client/proc/forcewall()
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set category = "Spells"
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set name = "Forcewall"
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set desc = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/forcewall
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spawn(100)
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usr.verbs += /client/proc/forcewall
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var/forcefield
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usr.whisper("TARCOL MINTI ZHERI")
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forcefield = new /obj/effect/forcefield(locate(usr.x,usr.y,usr.z))
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spawn (300)
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del (forcefield)
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return
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//FIREBALLAN
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/client/proc/fireball(mob/living/T as mob in oview())
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set category = "Spells"
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set name = "Fireball"
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set desc = "This spell fires a fireball at a target and does not require wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/fireball
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spawn(200)
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usr.verbs += /client/proc/fireball
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usr.say("ONI SOMA")
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var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
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A.icon_state = "fireball"
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A.icon = 'wizard.dmi'
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A.name = "a fireball"
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A.anchored = 0
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A.density = 0
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var/i
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for(i=0, i<100, i++)
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step_to(A,T,0)
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if (get_dist(A,T) <= 1)
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T.take_overall_damage(20,25)
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explosion(T.loc, -1, -1, 2, 2)
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del(A)
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return
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sleep(2)
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del(A)
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return
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//KNOCK
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/client/proc/knock()
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set category = "Spells"
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set name = "Knock"
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set desc = "This spell opens nearby doors and does not require wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/knock
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spawn(100)
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usr.verbs += /client/proc/knock
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usr.whisper("AULIE OXIN FIERA")
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for(var/obj/machinery/door/G in oview(3))
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spawn(1)
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G.open()
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return
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//KILL
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/mob/proc/kill(mob/living/M as mob in oview(1))
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set category = "Spells"
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set name = "Disintegrate"
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set desc = "This spell instantly kills somebody adjacent to you with the vilest of magick."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.verbs -= /mob/proc/kill
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spawn(600)
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usr.verbs += /mob/proc/kill
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usr.say("EI NATH")
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(4, 1, M)
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s.start()
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M.dust()
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//DISABLE TECH
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/mob/proc/tech()
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set category = "Spells"
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set name = "Disable Technology"
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set desc = "This spell disables all weapons, cameras and most other technology in range."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.verbs -= /mob/proc/tech
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spawn(400)
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usr.verbs += /mob/proc/tech
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usr.say("NEC CANTIO")
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empulse(src, 6, 10)
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return
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//BLINK
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/client/proc/blink()
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set category = "Spells"
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set name = "Blink"
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set desc = "This spell randomly teleports you a short distance."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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var/list/turfs = new/list()
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for(var/turf/T in orange(6))
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if(istype(T,/turf/space)) continue
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if(T.density) continue
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if(T.x>world.maxx-4 || T.x<4) continue //putting them at the edge is dumb
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if(T.y>world.maxy-4 || T.y<4) continue
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turfs += T
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if(!turfs.len) turfs += pick(/turf in orange(6))
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var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
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smoke.set_up(10, 0, usr.loc)
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smoke.start()
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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usr.loc = picked
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usr.verbs -= /client/proc/blink
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spawn(40)
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usr.verbs += /client/proc/blink
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//TELEPORT
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/mob/proc/teleport()
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set category = "Spells"
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set name = "Teleport"
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set desc = "This spell teleports you to a type of area of your selection."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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var/A
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usr.verbs -= /mob/proc/teleport
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/*
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var/list/theareas = new/list()
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for(var/area/AR in world)
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if(istype(AR, /area/shuttle) || istype(AR, /area/syndicate_station)) continue
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if(theareas.Find(AR.name)) continue
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var/turf/picked = pick(get_area_turfs(AR.type))
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if (picked.z == src.z)
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theareas += AR.name
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theareas[AR.name] = AR
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*/
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A = input("Area to jump to", "BOOYEA", A) in teleportlocs
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spawn(600)
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usr.verbs += /mob/proc/teleport
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var/area/thearea = teleportlocs[A]
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usr.say("SCYAR NILA [uppertext(A)]")
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var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
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smoke.set_up(5, 0, usr.loc)
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smoke.attach(usr)
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smoke.start()
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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if(!T.density)
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var/clear = 1
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for(var/obj/O in T)
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if(O.density)
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clear = 0
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break
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if(clear)
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L+=T
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if(L.len)
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usr.loc = pick(L)
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else
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usr <<"The spell matrix was unable to locate a suitable teleport destination for an unknown reason. Sorry."
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smoke.start()
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/mob/proc/teleportscroll()
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if(usr.stat)
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usr << "Not when you are incapacitated."
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return
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var/A
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A = input("Area to jump to", "BOOYEA", A) in teleportlocs
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var/area/thearea = teleportlocs[A]
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var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
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smoke.set_up(5, 0, usr.loc)
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smoke.attach(usr)
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smoke.start()
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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if(!T.density)
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var/clear = 1
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for(var/obj/O in T)
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if(O.density)
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clear = 0
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break
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if(clear)
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L+=T
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if(!L.len)
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usr <<"Invalid teleport destination."
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return
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else
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usr.loc = pick(L)
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smoke.start()
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//JAUNT
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/client/proc/jaunt()
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set category = "Spells"
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set name = "Ethereal Jaunt"
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set desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.verbs -= /client/proc/jaunt
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spawn(300)
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usr.verbs += /client/proc/jaunt
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spell_jaunt(usr)
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/proc/spell_jaunt(var/mob/H, time = 50)
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if(H.stat) return
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spawn(0)
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var/mobloc = get_turf(H.loc)
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var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
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var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
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animation.name = "water"
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animation.density = 0
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animation.anchored = 1
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animation.icon = 'mob.dmi'
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animation.icon_state = "liquify"
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animation.layer = 5
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animation.master = holder
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flick("liquify",animation)
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H.loc = holder
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H.client.eye = holder
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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steam.set_up(10, 0, mobloc)
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steam.start()
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sleep(time)
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mobloc = get_turf(H.loc)
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animation.loc = mobloc
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steam.location = mobloc
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steam.start()
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H.canmove = 0
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sleep(20)
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flick("reappear",animation)
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sleep(5)
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H.loc = mobloc
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H.canmove = 1
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H.client.eye = H
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del(animation)
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del(holder)
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/*
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/obj/effect/dummy/spell_jaunt
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name = "water"
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icon = 'effects.dmi'
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icon_state = "nothing"
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var/canmove = 1
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density = 0
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anchored = 1
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/obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction)
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if (!src.canmove) return
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switch(direction)
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if(NORTH)
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src.y++
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if(SOUTH)
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src.y--
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if(EAST)
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src.x++
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if(WEST)
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src.x--
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if(NORTHEAST)
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src.y++
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src.x++
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if(NORTHWEST)
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src.y++
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src.x--
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if(SOUTHEAST)
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src.y--
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src.x++
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if(SOUTHWEST)
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src.y--
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src.x--
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src.canmove = 0
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spawn(2) src.canmove = 1
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/obj/effect/dummy/spell_jaunt/ex_act(blah)
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return
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/obj/effect/dummy/spell_jaunt/bullet_act(blah,blah)
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return
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*/
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//MUTATE
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/client/proc/mutate()
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set category = "Spells"
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set name = "Mutate"
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set desc = "This spell causes you to turn into a hulk and gain laser vision for a short while."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.verbs -= /client/proc/mutate
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spawn(400)
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usr.verbs += /client/proc/mutate
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usr.say("BIRUZ BENNAR")
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usr << text("\blue You feel strong! You feel pressure building behind your eyes!")
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if (!(HULK in usr.mutations))
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usr.mutations.Add(HULK)
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if (!(LASER in usr.mutations))
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usr.mutations.Add(LASER)
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spawn (300)
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if (LASER in usr.mutations) usr.mutations.Remove(LASER)
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if (HULK in usr.mutations) usr.mutations.Remove(HULK)
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return
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//BODY SWAP /N
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/mob/proc/swap(mob/living/M as mob in oview())
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set category = "Spells"
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set name = "Mind Transfer"
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set desc = "This spell allows the user to switch bodies with a target."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(M.client && M.mind)
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if(M.mind.special_role != "Wizard" || "Fake Wizard" || "Changeling" || "Cultist" || "Space Ninja")//Wizards, changelings, ninjas, and cultists are protected.
|
|
if( (istype(M, /mob/living/carbon/human)) || (istype(M, /mob/living/carbon/monkey)) && M.stat != 2)
|
|
var/mob/living/carbon/human/H = M //so it does not freak out when looking at the variables.
|
|
var/mob/living/carbon/human/U = src
|
|
|
|
U.whisper("GIN'YU CAPAN")
|
|
U.verbs -= /mob/proc/swap
|
|
if(U.mind.special_verbs.len)
|
|
for(var/V in U.mind.special_verbs)
|
|
U.verbs -= V
|
|
|
|
var/mob/dead/observer/G = new /mob/dead/observer(H) //To properly transfer clients so no-one gets kicked off the game.
|
|
|
|
H.client.mob = G
|
|
if(H.mind.special_verbs.len)
|
|
for(var/V in H.mind.special_verbs)
|
|
H.verbs -= V
|
|
G.mind = H.mind
|
|
|
|
U.client.mob = H
|
|
H.mind = U.mind
|
|
if(H.mind.special_verbs.len)
|
|
var/spell_loss = 1//Can lose only one spell during transfer.
|
|
var/probability = 95 //To determine the chance of wizard losing their spell.
|
|
for(var/V in H.mind.special_verbs)
|
|
if(spell_loss == 0)
|
|
H.verbs += V
|
|
else
|
|
if(prob(probability))
|
|
H.verbs += V
|
|
probability -= 7//Chance of of keeping spells goes down each time a spell is added. Less spells means less chance of losing them.
|
|
else
|
|
spell_loss = 0
|
|
H.mind.special_verbs -= V
|
|
spawn(500)
|
|
H << "The mind transfer has robbed you of a spell."
|
|
|
|
/* //This code SHOULD work to prevent Mind Swap spam since the spell transfer code above instantly resets it.
|
|
//I can't test this code because I can't test mind stuff on my own :x -- Darem.
|
|
if(hascall(H, /mob/proc/swap))
|
|
H.verbs -= /mob/proc/swap
|
|
*/
|
|
G.client.mob = U
|
|
U.mind = G.mind
|
|
if(U.mind.special_verbs.len)//Basic fix to swap verbs for any mob if needed.
|
|
for(var/V in U.mind.special_verbs)
|
|
U.verbs += V
|
|
|
|
U.mind.current = U
|
|
H.mind.current = H
|
|
spawn(500)
|
|
U << "Something about your body doesn't seem quite right..."
|
|
|
|
U.Paralyse(20)
|
|
H.Paralyse(20)
|
|
|
|
spawn(600)
|
|
H.verbs += /mob/proc/swap
|
|
|
|
del(G)
|
|
else
|
|
src << "Their mind is not compatible."
|
|
return
|
|
else
|
|
src << "Their mind is resisting your spell."
|
|
return
|
|
|
|
else
|
|
src << "They appear to be brain-dead."
|
|
return |