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* Grand Ritual: Alternate Wizard objective (Wizard Events II) (#72918) Adds an alternate greentext objective for Wizards known as the "Grand Ritual". This was initially the gimmick of a different wizard-related antagonist downstream. I didn't get permission to port it, so I'm attaching it to regular Wizards instead. Wizards will spawn in with a new Grand Ritual button next to their antagonist info button. Pressing it will pinpoint them towards their next Ritual Location (a randomly chosen region of the space station). Once within that location, pressing it will summon a magic circle and obliterate any dense objects which are in the way. This also puts the ability on a two minute cooldown. Clicking on the magic circle with an empty hand will begin a three-stage invocation to gather magical power. You can interrupt this invocation at any time and will resume from the last stage you completed (if you finished two stages you only need to do one more). Once you complete a ritual, a random event will be triggered based on how many rituals you have performed so far. These tend to be ones which annoy the crew in some manner, and Wizard Events are included in the list. Additionally, something weird will usually happen to the room you are in. Then you are assigned a new location and can toddle off to do it again. Once you have done this three times, you will be picked up by the station's sensors every time you start a subsequent ritual and should expect annoyed company to come investigate. Once you have done this six times, you can finally spend all of that accumulated power on the seventh Grand Finale ritual. Completing this grants you victory at the end of the round and will have a larger, flashier effect which you can pick from a list of options, think of it like a wizard equivalent of a Traitor Final Objective or Heretic Ascension. After that you can still keep doing rituals if you want to pester the crew further by summoning more random events, you've already "won" at this point so now it's your job to make them want to go home. I think it'd be more fun to just find out what the Finale ritual can do by seeing it happen but maintainers will probably want a list of its precise capabilities, so here it is: Currently completing a ritual also has a chance to create Heretic Reality Tears (of both varieties, available for Heretics to eat and visible to crew) as a kind of cross-antagonist interaction which seemed to make sense to me but if this seems thematically or mechanically inappropriate it's easy to strip out. * wew --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
31 lines
980 B
Plaintext
31 lines
980 B
Plaintext
/datum/round_event_control/wizard/ghost //The spook is real
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name = "G-G-G-Ghosts!"
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weight = 3
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typepath = /datum/round_event/wizard/ghost
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max_occurrences = 1
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earliest_start = 0 MINUTES
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description = "Ghosts become visible."
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min_wizard_trigger_potency = 0
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max_wizard_trigger_potency = 7
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/datum/round_event/wizard/ghost/start()
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var/msg = span_warning("You suddenly feel extremely obvious...")
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set_observer_default_invisibility(0, msg)
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//--//
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/datum/round_event_control/wizard/possession //Oh shit
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name = "Possessing G-G-G-Ghosts!"
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weight = 2
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typepath = /datum/round_event/wizard/possession
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max_occurrences = 5
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earliest_start = 0 MINUTES
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description = "Ghosts become visible and gain the power of possession."
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/datum/round_event/wizard/possession/start()
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for(var/mob/dead/observer/G in GLOB.player_list)
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add_verb(G, /mob/dead/observer/verb/boo)
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add_verb(G, /mob/dead/observer/verb/possess)
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to_chat(G, "You suddenly feel a welling of new spooky powers...")
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