Files
Bubberstation/code/modules/projectiles/guns/magic/wand.dm
carlarctg 4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

This PR was originally meant as a replacement for the Bloody Bastard
blade, but then I stopped existing for 7 months. Now that I'm here
again, I'm finishing the job once and for all.

### **HERETICS VERSUS CULTISTS**

### Heretics

Heretics can now sacrifice cultists, which will give them one of three
gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
The gifts given are weighted to be spread out equally with each type.
They will also gain one knowledge point.

- The Cursed Blade is a free heretic blade that is more powerful than
the normal heretic blade, including a small block chance. It can also be
used to draw heretic runes off combat mode.
- The Crimson Focus is a necklace that grants focusing and a minor
regeneration effect which also affects nearby heretics, at the cost of
gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
squeezed to heal 50 points of brute/burn damage, injecting yourself with
three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
Water. Yes, this isn't good.
- The Rusted Harvester is a heretic 'monster' summon. It's a normal
Harvester, but instead of Area Conversion and Forcewall, it has
Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
only cultists, with a delay. It has an aura of decay, corroding the
environment and withering enemies near it, but it's VERY fragile.

Rusting cultist item dispensers will now cause them to turn into a
Heretic object. Altars turn into small heretic runes, Archives turn into
Codex Cicatrixi, Forges turn into Mawed Crucibles.

Ideally, Heretics would be able to gain an amount of these new powers
and use them to turn the tide against the cultists, amassing their power
and almost forming a sect of their own in turn which sweeps over and
converts the cult.

### Cultists

When a Cultist sacrifices a heretic, two things will happen:

- A new item will be available for creation at one of the dispensers.
- The Heretic will be trapped inside a powerful Haunted Blade.

`/obj/item/melee/cultblade/haunted`
`	name = "haunted longsword"`
` desc = "An eerie sword with a blade that is less 'black' than it is
'absolute nothingness'. It glows with furious, restrained green
energy."`

This blade will be stronger across-the-board than a normal cult sword,
and will even allow those who wield it to cast one heretic spell from
their previous path. The only downside? The heretic can also cast one
spell. It's up to the trapped spirit if it wants to help you, or be a
nuisance.

The unlocked items are:
- The Cursed Blade, again. For cultists, it can be used to draw runes
twice as fast as usual, and they can even right-click it to teleport to
safety, just like a heretic!
- The Crimson Focus, again. Cultists are twice as fast at carving spells
into their body, and they gain a 5th spellslot as long as they wear the
amulet. It still causes hemophilia and grants weak regeneration.
- The Proteon Orb. This orb will create a gateway to Nar'sie's own
realm, spawning one Proteon every 15 seconds, which ghosts can possess.
The gateways cannot be placed close to one another.

Originally, they were going to be able to create a Harvester Shell, but
there were some concerns of it being too OP.

The true Bastard sword has been fully deleted. The null rod conversion
has been changed to a Bloody Halberd instead.

I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
stats.

### Other

All the items above can be used by both Heretics and Cultists, no matter
how they were first created. Hell, even normal crew can use them! This
is probably not the best idea a lot of the time, though.

There are a lot of other changes in this PR. A loooooot. I will likely
miss some in the changelog, but I'll try to be as thorough as possible.
There's probably also some leftover garbo that I didn't find and clear
out yet.

## Why It's Good For The Game

Cult and Heretics, despite being mortally opposed, have very few
interactions with eachother, especially now that the Blade's gone. The
only thing of note is just the Heretic's unfair complete resistance to
stun hand, which is only marginally better than the alternative. This PR
will reintroduce their animosity, and give both sides a very, very good
reason to fight eachother.

The Cult will gain a sick sword that keeps the heretic in the game, and
unlike with the original implementation, will recieve a cult-wide bonus
in the form of a powerful, well deserved, and fun new item to summon.

The Heretic will gain powerful trinkets and knowledge from the
sacrifices, incentivizing them to become a terrifying cult-hunter. And
if they do succeed in wiping out the cult, they will have quite the
rewards to help with their ascension.

The crew, while mostly unaffected, will have a damn good reason to not
just Side with the heretic, out of fear of what they may become after
the cult is stomped down. They can also use a few of the items here in
an attempt to get one up on either side, as long as they manage to stay
clear of the side-effects.

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
The haunted longsword creates an aura of darkness (disabled for the
cultist for the image)
Sprites... are not great. Hopefully someone comes by and improves them.

code: Added get_inactive_hand() as an easy shortcut for carbons
code: Wall walker element can now accept a trait for wall-checking
fix: Fixed soulsword component being unable to invoke the post summon
callback
refactor: Turned Heretic rust turf healing into an element, given to
Rust Walkers and Rusted Harvesters
refactor: Converted Limb Amputation from an element to a component

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00

355 lines
11 KiB
Plaintext

/obj/item/gun/magic/wand
name = "wand"
desc = "You shouldn't have this."
ammo_type = /obj/item/ammo_casing/magic
icon_state = "nothingwand"
inhand_icon_state = "wand"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
base_icon_state = "nothingwand"
w_class = WEIGHT_CLASS_SMALL
can_charge = FALSE
max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
var/variable_charges = TRUE
/obj/item/gun/magic/wand/Initialize(mapload)
if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
if(prob(33))
max_charges = CEILING(max_charges / 3, 1)
else
max_charges = CEILING(max_charges / 2, 1)
return ..()
/obj/item/gun/magic/wand/examine(mob/user)
. = ..()
. += "Has [charges] charge\s remaining."
/obj/item/gun/magic/wand/update_icon_state()
icon_state = "[base_icon_state][charges ? null : "-drained"]"
return ..()
/obj/item/gun/magic/wand/attack(atom/target, mob/living/user)
if(target == user)
return
..()
/obj/item/gun/magic/wand/try_fire_gun(atom/target, mob/living/user, params)
if(!charges)
shoot_with_empty_chamber(user)
return FALSE
if(target == user)
if(no_den_usage && istype(get_area(user), /area/centcom/wizard_station))
to_chat(user, span_warning("You know better than to violate the security of The Den, best wait until you leave to use [src]."))
return FALSE
zap_self(user)
. = TRUE
else
. = ..()
if(.)
update_appearance()
return .
/obj/item/gun/magic/wand/proc/zap_self(mob/living/user)
user.visible_message(span_danger("[user] zaps [user.p_them()]self with [src]."))
playsound(user, fire_sound, 50, TRUE)
user.log_message("zapped [user.p_them()]self with a <b>[src]</b>", LOG_ATTACK)
/////////////////////////////////////
//WAND OF DEATH
/////////////////////////////////////
/obj/item/gun/magic/wand/death
name = "wand of death"
desc = "This deadly wand overwhelms the victim's body with pure energy, slaying them without fail."
school = SCHOOL_NECROMANCY
fire_sound = 'sound/magic/wandodeath.ogg'
ammo_type = /obj/item/ammo_casing/magic/death
icon_state = "deathwand"
base_icon_state = "deathwand"
max_charges = 3 //3, 2, 2, 1
/obj/item/gun/magic/wand/death/zap_self(mob/living/user)
..()
charges--
if(user.can_block_magic())
user.visible_message(span_warning("[src] has no effect on [user]!"))
return
if(isliving(user))
var/mob/living/L = user
if(L.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
user.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE) // This heals suicides
to_chat(user, span_notice("You feel great!"))
return
to_chat(user, "<span class='warning'>You irradiate yourself with pure negative energy! \
[pick("Do not pass go. Do not collect 200 zorkmids.","You feel more confident in your spell casting skills.","You die...","Do you want your possessions identified?")]\
</span>")
user.death(FALSE)
/obj/item/gun/magic/wand/death/debug
desc = "In some obscure circles, this is known as the 'cloning tester's friend'."
max_charges = 500
variable_charges = FALSE
can_charge = TRUE
recharge_rate = 1
/////////////////////////////////////
//WAND OF HEALING
/////////////////////////////////////
/obj/item/gun/magic/wand/resurrection
name = "wand of healing"
desc = "This wand uses healing magics to heal and revive. They are rarely utilized within the Wizard Federation for some reason."
school = SCHOOL_RESTORATION
ammo_type = /obj/item/ammo_casing/magic/heal
fire_sound = 'sound/magic/staff_healing.ogg'
icon_state = "revivewand"
base_icon_state = "revivewand"
max_charges = 10 //10, 5, 5, 4
/obj/item/gun/magic/wand/resurrection/zap_self(mob/living/user)
..()
charges--
if(user.can_block_magic())
user.visible_message(span_warning("[src] has no effect on [user]!"))
return
if(isliving(user))
var/mob/living/L = user
if(L.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
to_chat(user, "<span class='warning'>You irradiate yourself with pure positive energy! \
[pick("Do not pass go. Do not collect 200 zorkmids.","You feel more confident in your spell casting skills.","You die...","Do you want your possessions identified?")]\
</span>")
user.investigate_log("has been killed by a bolt of resurrection.", INVESTIGATE_DEATHS)
user.death(FALSE)
return
user.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE) // This heals suicides
to_chat(user, span_notice("You feel great!"))
/obj/item/gun/magic/wand/resurrection/debug //for testing
desc = "Is it possible for something to be even more powerful than regular magic? This wand is."
max_charges = 500
variable_charges = FALSE
can_charge = TRUE
recharge_rate = 1
/////////////////////////////////////
//WAND OF POLYMORPH
/////////////////////////////////////
/obj/item/gun/magic/wand/polymorph
name = "wand of polymorph"
desc = "This wand is attuned to chaos and will radically alter the victim's form."
school = SCHOOL_TRANSMUTATION
ammo_type = /obj/item/ammo_casing/magic/change
icon_state = "polywand"
base_icon_state = "polywand"
fire_sound = 'sound/magic/staff_change.ogg'
max_charges = 10 //10, 5, 5, 4
/obj/item/gun/magic/wand/polymorph/zap_self(mob/living/user)
. = ..() //because the user mob ceases to exists by the time wabbajack fully resolves
user.wabbajack()
charges--
/////////////////////////////////////
//WAND OF TELEPORTATION
/////////////////////////////////////
/obj/item/gun/magic/wand/teleport
name = "wand of teleportation"
desc = "This wand will wrench targets through space and time to move them somewhere else."
school = SCHOOL_TRANSLOCATION
ammo_type = /obj/item/ammo_casing/magic/teleport
fire_sound = 'sound/magic/wand_teleport.ogg'
icon_state = "telewand"
base_icon_state = "telewand"
max_charges = 10 //10, 5, 5, 4
no_den_usage = TRUE
/obj/item/gun/magic/wand/teleport/zap_self(mob/living/user)
if(do_teleport(user, user, 10, channel = TELEPORT_CHANNEL_MAGIC))
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(3, holder = src, location = user.loc)
smoke.start()
charges--
..()
/obj/item/gun/magic/wand/safety
name = "wand of safety"
desc = "This wand will use the lightest of bluespace currents to gently place the target somewhere safe."
school = SCHOOL_TRANSLOCATION
ammo_type = /obj/item/ammo_casing/magic/safety
fire_sound = 'sound/magic/wand_teleport.ogg'
icon_state = "telewand"
base_icon_state = "telewand"
max_charges = 10 //10, 5, 5, 4
no_den_usage = FALSE
/obj/item/gun/magic/wand/safety/zap_self(mob/living/user)
var/turf/origin = get_turf(user)
var/turf/destination = find_safe_turf(extended_safety_checks = TRUE)
if(do_teleport(user, destination, channel=TELEPORT_CHANNEL_MAGIC))
for(var/t in list(origin, destination))
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(0, holder = src, location = t)
smoke.start()
..()
/obj/item/gun/magic/wand/safety/debug
desc = "This wand has 'find_safe_turf()' engraved into its blue wood. Perhaps it's a secret message?"
max_charges = 500
variable_charges = FALSE
can_charge = TRUE
recharge_rate = 1
/////////////////////////////////////
//WAND OF DOOR CREATION
/////////////////////////////////////
/obj/item/gun/magic/wand/door
name = "wand of door creation"
desc = "This particular wand can create doors in any wall for the unscrupulous wizard who shuns teleportation magics."
school = SCHOOL_TRANSMUTATION
ammo_type = /obj/item/ammo_casing/magic/door
icon_state = "doorwand"
base_icon_state = "doorwand"
fire_sound = 'sound/magic/staff_door.ogg'
max_charges = 20 //20, 10, 10, 7
no_den_usage = 1
/obj/item/gun/magic/wand/door/zap_self(mob/living/user)
to_chat(user, span_notice("You feel vaguely more open with your feelings."))
charges--
..()
/////////////////////////////////////
//WAND OF FIREBALL
/////////////////////////////////////
/obj/item/gun/magic/wand/fireball
name = "wand of fireball"
desc = "This wand shoots scorching balls of fire that explode into destructive flames."
school = SCHOOL_EVOCATION
fire_sound = 'sound/magic/fireball.ogg'
ammo_type = /obj/item/ammo_casing/magic/fireball
icon_state = "firewand"
base_icon_state = "firewand"
max_charges = 8 //8, 4, 4, 3
/obj/item/gun/magic/wand/fireball/zap_self(mob/living/user)
..()
explosion(user, devastation_range = -1, light_impact_range = 2, flame_range = 2, flash_range = 3, adminlog = FALSE, explosion_cause = src)
charges--
/////////////////////////////////////
//WAND OF NOTHING
/////////////////////////////////////
/obj/item/gun/magic/wand/nothing
name = "wand of nothing"
desc = "It's not just a stick, it's a MAGIC stick?"
ammo_type = /obj/item/ammo_casing/magic/nothing
/////////////////////////////////////
//WAND OF SHRINKING
/////////////////////////////////////
/obj/item/gun/magic/wand/shrink
name = "wand of shrinking"
desc = "Feel the tiny eldritch terror of an itty... bitty... head!"
ammo_type = /obj/item/ammo_casing/magic/shrink/wand
icon_state = "shrinkwand"
base_icon_state = "shrinkwand"
fire_sound = 'sound/magic/staff_shrink.ogg'
max_charges = 10 //10, 5, 5, 4
no_den_usage = TRUE
w_class = WEIGHT_CLASS_TINY
/obj/item/gun/magic/wand/shrink/zap_self(mob/living/user)
to_chat(user, span_notice("The world grows large..."))
charges--
user.AddComponent(/datum/component/shrink, -1) // small forever
return ..()
// Wand of debugging
#ifdef TESTING
/obj/item/gun/magic/wand/antag
name = "wand of antag"
desc = "This wand uses the powers of bullshit to turn anyone it hits into an antag"
school = SCHOOL_FORBIDDEN
ammo_type = /obj/item/ammo_casing/magic/antag
icon_state = "revivewand"
base_icon_state = "revivewand"
color = COLOR_ADMIN_PINK
max_charges = 99999
/obj/item/gun/magic/wand/antag/zap_self(mob/living/user)
. = ..()
var/obj/item/ammo_casing/magic/antag/casing = new ammo_type()
var/obj/projectile/magic/magic_proj = casing.projectile_type
magic_proj = new magic_proj(src)
magic_proj.on_hit(user)
QDEL_NULL(casing)
/obj/item/ammo_casing/magic/antag
projectile_type = /obj/projectile/magic/antag
harmful = FALSE
/obj/projectile/magic/antag
name = "bolt of antag"
icon_state = "ion"
var/antag = /datum/antagonist/traitor
/obj/projectile/magic/antag/on_hit(atom/target, blocked, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(isnull(victim.mind))
victim.mind_initialize()
if(victim.mind.has_antag_datum(antag))
victim.mind.remove_antag_datum(antag)
to_chat(world, "removed")
else
victim.mind.add_antag_datum(antag)
to_chat(world, "added")
/obj/item/gun/magic/wand/antag/heretic
name = "wand of antag heretic"
desc = "This wand uses the powers of bullshit to turn anyone it hits into an antag heretic"
color = COLOR_GREEN
ammo_type = /obj/item/ammo_casing/magic/antag/heretic
/obj/item/ammo_casing/magic/antag/heretic
projectile_type = /obj/projectile/magic/antag/heretic
/obj/projectile/magic/antag/heretic
name = "bolt of antag heretic"
icon_state = "ion"
antag = /datum/antagonist/heretic
/obj/item/gun/magic/wand/antag/cult
name = "wand of antag cultist"
desc = "This wand uses the powers of bullshit to turn anyone it hits into an antag cultist"
color = COLOR_CULT_RED
ammo_type = /obj/item/ammo_casing/magic/antag/cult
/obj/item/ammo_casing/magic/antag/cult
projectile_type = /obj/projectile/magic/antag/cult
/obj/projectile/magic/antag/cult
name = "bolt of antag cult"
icon_state = "ion"
antag = /datum/antagonist/cult
#endif