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* Staff of Shrinking for the wizard (#83115) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds a new staff for the wizard that shoots shrink rays. Also a corresponding wand that comes with the wand belt. Shrinking is a mechanic already implemented by abductors, but it's not often used because it doesn't fit their kit super well. That's a huge shame because shrinking stuff/people is really funny. And you know where funny stuff fits well? The wizard kit. OH YEAH and being shrunken now gives you the squash component so you can be squashed as though you were a roach, though this only deals 10 damage instead of gibbing you tiny staff  tiny wand  exhausted wand turns back to a big wand sprite :)  ## Why It's Good For The Game Shrinking stuff is funny, plus it gives the wizard something new to do besides polymorphing everyone or turning everybody to stone or ei nathing people. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: New funny wizard staff/wand that shrinks stuff. add: Being shrunken now leaves you vulnerable to being crushed to death. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Staff of Shrinking for the wizard --------- Co-authored-by: PKPenguin321 <pkpenguin321.git@gmail.com>
611 lines
20 KiB
Plaintext
611 lines
20 KiB
Plaintext
/obj/projectile/magic
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name = "bolt"
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icon_state = "energy"
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damage = 0 // MOST magic projectiles pass the "not a hostile projectile" test, despite many having negative effects
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damage_type = OXY
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armour_penetration = 100
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armor_flag = NONE
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/// determines what type of antimagic can block the spell projectile
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var/antimagic_flags = MAGIC_RESISTANCE
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/// determines the drain cost on the antimagic item
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var/antimagic_charge_cost = 1
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/obj/projectile/magic/prehit_pierce(atom/target)
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. = ..()
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if(isliving(target))
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var/mob/living/victim = target
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if(victim.can_block_magic(antimagic_flags, antimagic_charge_cost))
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visible_message(span_warning("[src] fizzles on contact with [victim]!"))
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return PROJECTILE_DELETE_WITHOUT_HITTING
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if(istype(target, /obj/machinery/hydroponics)) // even plants can block antimagic
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var/obj/machinery/hydroponics/plant_tray = target
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if(!plant_tray.myseed)
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return
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if(plant_tray.myseed.get_gene(/datum/plant_gene/trait/anti_magic))
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visible_message(span_warning("[src] fizzles on contact with [plant_tray]!"))
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return PROJECTILE_DELETE_WITHOUT_HITTING
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/obj/projectile/magic/death
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name = "bolt of death"
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icon_state = "pulse1_bl"
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/obj/projectile/magic/death/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(isliving(target))
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var/mob/living/victim = target
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if(victim.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
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if(victim.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)) // This heals suicides
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victim.grab_ghost(force = TRUE)
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to_chat(victim, span_notice("You rise with a start, you're undead!!!"))
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else if(victim.stat != DEAD)
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to_chat(victim, span_notice("You feel great!"))
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return
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victim.investigate_log("has been killed by a bolt of death.", INVESTIGATE_DEATHS)
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victim.death()
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if(istype(target, /obj/machinery/hydroponics))
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var/obj/machinery/hydroponics/plant_tray = target
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if(!plant_tray.myseed)
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return
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plant_tray.set_weedlevel(0) // even the weeds perish
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plant_tray.plantdies()
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/obj/projectile/magic/resurrection
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name = "bolt of resurrection"
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icon_state = "ion"
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/obj/projectile/magic/resurrection/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(isliving(target))
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var/mob/living/victim = target
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if(victim.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
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victim.investigate_log("has been killed by a bolt of life.", INVESTIGATE_DEATHS)
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victim.death()
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return
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if(victim.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)) // This heals suicides
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to_chat(victim, span_notice("You rise with a start, you're alive!!!"))
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else if(victim.stat != DEAD)
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to_chat(victim, span_notice("You feel great!"))
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if(istype(target, /obj/machinery/hydroponics))
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var/obj/machinery/hydroponics/plant_tray = target
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if(!plant_tray.myseed)
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return
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plant_tray.set_plant_health(plant_tray.myseed.endurance, forced = TRUE)
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/obj/projectile/magic/teleport
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name = "bolt of teleportation"
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icon_state = "bluespace"
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var/inner_tele_radius = 0
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var/outer_tele_radius = 6
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/obj/projectile/magic/teleport/on_hit(mob/target, blocked = 0, pierce_hit)
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. = ..()
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var/teleammount = 0
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var/teleloc = target
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if(!isturf(target))
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teleloc = target.loc
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for(var/atom/movable/stuff in teleloc)
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if(!stuff.anchored && stuff.loc && !isobserver(stuff))
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if(do_teleport(stuff, stuff, 10, channel = TELEPORT_CHANNEL_MAGIC))
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teleammount++
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var/smoke_range = max(round(4 - teleammount), 0)
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(smoke_range, holder = src, location = stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity
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smoke.start()
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/obj/projectile/magic/safety
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name = "bolt of safety"
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icon_state = "bluespace"
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/obj/projectile/magic/safety/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(isturf(target))
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return BULLET_ACT_HIT
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var/turf/origin_turf = get_turf(target)
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var/turf/destination_turf = find_safe_turf()
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if(do_teleport(target, destination_turf, channel=TELEPORT_CHANNEL_MAGIC))
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for(var/t in list(origin_turf, destination_turf))
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(0, holder = src, location = t)
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smoke.start()
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/obj/projectile/magic/door
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name = "bolt of door creation"
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icon_state = "energy"
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var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond)
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/obj/projectile/magic/door/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(istype(target, /obj/machinery/door))
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OpenDoor(target)
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else
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var/turf/T = get_turf(target)
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if(isclosedturf(T) && !isindestructiblewall(T))
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CreateDoor(T)
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/obj/projectile/magic/door/proc/CreateDoor(turf/T)
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var/door_type = pick(door_types)
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var/obj/structure/mineral_door/D = new door_type(T)
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T.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
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D.Open()
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/obj/projectile/magic/door/proc/OpenDoor(obj/machinery/door/D)
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if(istype(D, /obj/machinery/door/airlock))
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var/obj/machinery/door/airlock/A = D
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A.unlock()
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D.open()
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/obj/projectile/magic/change
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name = "bolt of change"
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icon_state = "ice_1"
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damage_type = BURN
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/// If set, this projectile will only do a certain wabbajack effect
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var/set_wabbajack_effect
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/// If set, this projectile will only pass certain changeflags to wabbajack
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var/set_wabbajack_changeflags
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/obj/projectile/magic/change/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(isliving(target))
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var/mob/living/victim = target
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victim.wabbajack(set_wabbajack_effect, set_wabbajack_changeflags)
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if(istype(target, /obj/machinery/hydroponics))
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var/obj/machinery/hydroponics/plant_tray = target
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if(!plant_tray.myseed)
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return
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plant_tray.polymorph()
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/obj/projectile/magic/animate
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name = "bolt of animation"
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icon_state = "red_1"
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damage_type = BURN
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/obj/projectile/magic/animate/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(!is_type_in_typecache(target, GLOB.animatable_blacklist))
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target.animate_atom_living(firer)
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///proc to animate the target into a living creature
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/atom/proc/animate_atom_living(mob/living/owner)
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return
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/obj/projectile/magic/spellblade
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name = "blade energy"
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icon_state = "lavastaff"
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damage = 15
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damage_type = BURN
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dismemberment = 50
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/obj/projectile/magic/arcane_barrage
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name = "arcane bolt"
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icon_state = "arcane_barrage"
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damage = 20
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damage_type = BURN
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hitsound = 'sound/weapons/barragespellhit.ogg'
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/obj/projectile/magic/locker
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name = "locker bolt"
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icon_state = "locker"
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var/weld = TRUE
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var/created = FALSE //prevents creation of more then one locker if it has multiple hits
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var/locker_suck = TRUE
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var/datum/weakref/locker_ref
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/obj/projectile/magic/locker/Initialize(mapload)
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. = ..()
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var/obj/structure/closet/decay/locker_temp_instance = new(src)
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locker_ref = WEAKREF(locker_temp_instance)
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/obj/projectile/magic/locker/prehit_pierce(atom/A)
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. = ..()
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if(. == PROJECTILE_DELETE_WITHOUT_HITTING)
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var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
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qdel(locker_temp_instance)
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return PROJECTILE_DELETE_WITHOUT_HITTING
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if(isliving(A) && locker_suck)
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var/mob/living/target = A
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var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
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if(!locker_temp_instance?.insertion_allowed(target))
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return
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target.forceMove(src)
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return PROJECTILE_PIERCE_PHASE
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/obj/projectile/magic/locker/on_hit(atom/target, blocked = 0, pierce_hit)
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if(created)
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return ..()
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if(LAZYLEN(contents))
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var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
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if(!locker_temp_instance)
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return ..()
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for(var/atom/movable/AM in contents)
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locker_temp_instance.insert(AM)
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locker_temp_instance.welded = weld
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locker_temp_instance.update_appearance()
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created = TRUE
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return ..()
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/obj/projectile/magic/locker/Destroy()
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locker_suck = FALSE
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RemoveElement(/datum/element/connect_loc, projectile_connections) //We do this manually so the forcemoves don't "hit" us. This behavior is kinda dumb, someone refactor this
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for(var/atom/movable/AM in contents)
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AM.forceMove(get_turf(src))
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. = ..()
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/obj/structure/closet/decay
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breakout_time = 600
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icon_welded = null
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icon_state = "cursed"
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paint_jobs = null
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var/weakened_icon = "decursed"
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var/auto_destroy = TRUE
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/obj/structure/closet/decay/Initialize(mapload)
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. = ..()
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if(auto_destroy)
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addtimer(CALLBACK(src, PROC_REF(bust_open)), 5 MINUTES)
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/obj/structure/closet/decay/after_open(mob/living/user, force)
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. = ..()
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unmagify()
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/obj/structure/closet/decay/after_weld(weld_state)
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if(weld_state)
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unmagify()
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///Give it the lesser magic icon and tell it to delete itself
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/obj/structure/closet/decay/proc/unmagify()
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icon_state = weakened_icon
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update_appearance()
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addtimer(CALLBACK(src, PROC_REF(decay)), 15 SECONDS)
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///Fade away into nothing
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/obj/structure/closet/decay/proc/decay()
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animate(src, alpha = 0, time = 3 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(decay_finished)), 3 SECONDS)
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/obj/structure/closet/decay/proc/decay_finished()
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dump_contents()
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qdel(src)
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/obj/projectile/magic/flying
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name = "bolt of flying"
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icon_state = "flight"
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/obj/projectile/magic/flying/on_hit(mob/living/target, blocked = 0, pierce_hit)
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. = ..()
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if(isliving(target))
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var/atom/throw_target = get_edge_target_turf(target, angle2dir(Angle))
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target.throw_at(throw_target, 200, 4)
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/obj/projectile/magic/bounty
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name = "bolt of bounty"
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icon_state = "bounty"
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/obj/projectile/magic/bounty/on_hit(mob/living/target, blocked = 0, pierce_hit)
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. = ..()
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if(isliving(target))
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target.apply_status_effect(/datum/status_effect/bounty, firer)
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/obj/projectile/magic/antimagic
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name = "bolt of antimagic"
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icon_state = "antimagic"
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/obj/projectile/magic/antimagic/on_hit(mob/living/target, blocked = 0, pierce_hit)
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. = ..()
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if(istype(target))
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target.apply_status_effect(/datum/status_effect/song/antimagic)
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/obj/projectile/magic/fetch
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name = "bolt of fetching"
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icon_state = "fetch"
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/obj/projectile/magic/fetch/on_hit(mob/living/target, blocked = 0, pierce_hit)
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. = ..()
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if(isliving(target))
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var/atom/throw_target = get_edge_target_turf(target, get_dir(target, firer))
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target.throw_at(throw_target, 200, 4)
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/obj/projectile/magic/babel
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name = "bolt of babel"
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icon_state = "babel"
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/obj/projectile/magic/babel/on_hit(mob/living/carbon/target, blocked = 0, pierce_hit)
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. = ..()
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if(iscarbon(target))
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if(curse_of_babel(target))
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target.add_mood_event("curse_of_babel", /datum/mood_event/tower_of_babel)
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/obj/projectile/magic/necropotence
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name = "bolt of necropotence"
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icon_state = "necropotence"
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/obj/projectile/magic/necropotence/on_hit(mob/living/target, blocked = 0, pierce_hit)
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. = ..()
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if(!isliving(target))
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return
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// Performs a soul tap on living targets hit.
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// Takes away max health, but refreshes their spell cooldowns (if any)
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var/datum/action/cooldown/spell/tap/tap = new(src)
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if(tap.is_valid_target(target))
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tap.cast(target)
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qdel(tap)
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/obj/projectile/magic/wipe
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name = "bolt of possession"
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icon_state = "wipe"
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/obj/projectile/magic/wipe/on_hit(mob/living/carbon/target, blocked = 0, pierce_hit)
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. = ..()
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if(iscarbon(target))
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for(var/x in target.get_traumas())//checks to see if the victim is already going through possession
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if(istype(x, /datum/brain_trauma/special/imaginary_friend/trapped_owner))
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target.visible_message(span_warning("[src] vanishes on contact with [target]!"))
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return BULLET_ACT_BLOCK
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to_chat(target, span_warning("Your mind has been opened to possession!"))
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possession_test(target)
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return BULLET_ACT_HIT
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/obj/projectile/magic/wipe/proc/possession_test(mob/living/carbon/target)
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var/datum/brain_trauma/special/imaginary_friend/trapped_owner/trauma = target.gain_trauma(/datum/brain_trauma/special/imaginary_friend/trapped_owner)
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var/poll_message = "Do you want to play as [span_danger(target.real_name)]?"
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if(target.mind)
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poll_message = "[poll_message] Job:[span_notice(target.mind.assigned_role.title)]."
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if(target.mind && target.mind.special_role)
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poll_message = "[poll_message] Status:[span_boldnotice(target.mind.special_role)]."
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else if(target.mind)
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var/datum/antagonist/A = target.mind.has_antag_datum(/datum/antagonist/)
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if(A)
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poll_message = "[poll_message] Status:[span_boldnotice(A.name)]."
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var/mob/chosen_one = SSpolling.poll_ghosts_for_target(poll_message, check_jobban = ROLE_PAI, poll_time = 10 SECONDS, checked_target = target, alert_pic = target, role_name_text = "bolt of possession")
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if(target.stat == DEAD)//boo.
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return
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if(chosen_one)
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to_chat(target, span_boldnotice("You have been noticed by a ghost and it has possessed you!"))
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var/oldkey = target.key
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target.ghostize(FALSE)
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target.key = chosen_one.key
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trauma.friend.key = oldkey
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trauma.friend.reset_perspective(null)
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trauma.friend.Show()
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trauma.friend_initialized = TRUE
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else
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to_chat(target, span_notice("Your mind has managed to go unnoticed in the spirit world."))
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qdel(trauma)
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/// Gives magic projectiles an area of effect radius that will bump into any nearby mobs
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/obj/projectile/magic/aoe
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damage = 0
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/// The AOE radius that the projectile will trigger on people.
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var/trigger_range = 1
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/// Whether our projectile will only be able to hit the original target / clicked on atom
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var/can_only_hit_target = FALSE
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/// Whether our projectile leaves a trail behind it as it moves.
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var/trail = FALSE
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/// The duration of the trail before deleting.
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var/trail_lifespan = 0 SECONDS
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/// The icon the trail uses.
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var/trail_icon = 'icons/effects/magic.dmi'
|
|
/// The icon state the trail uses.
|
|
var/trail_icon_state = "arrow"
|
|
|
|
/obj/projectile/magic/aoe/Range()
|
|
if(trigger_range >= 1)
|
|
for(var/mob/living/nearby_guy in range(trigger_range, get_turf(src)))
|
|
if(nearby_guy.stat == DEAD)
|
|
continue
|
|
if(nearby_guy == firer)
|
|
continue
|
|
// Bump handles anti-magic checks for us, conveniently.
|
|
return Bump(nearby_guy)
|
|
|
|
return ..()
|
|
|
|
/obj/projectile/magic/aoe/can_hit_target(atom/target, list/passthrough, direct_target = FALSE, ignore_loc = FALSE)
|
|
if(can_only_hit_target && target != original)
|
|
return FALSE
|
|
return ..()
|
|
|
|
/obj/projectile/magic/aoe/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
|
|
. = ..()
|
|
if(trail)
|
|
create_trail()
|
|
|
|
/// Creates and handles the trail that follows the projectile.
|
|
/obj/projectile/magic/aoe/proc/create_trail()
|
|
if(!trajectory)
|
|
return
|
|
|
|
var/datum/point/vector/previous = trajectory.return_vector_after_increments(1, -1)
|
|
var/obj/effect/overlay/trail = new /obj/effect/overlay(previous.return_turf())
|
|
trail.pixel_x = previous.return_px()
|
|
trail.pixel_y = previous.return_py()
|
|
trail.icon = trail_icon
|
|
trail.icon_state = trail_icon_state
|
|
//might be changed to temp overlay
|
|
trail.set_density(FALSE)
|
|
trail.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
QDEL_IN(trail, trail_lifespan)
|
|
|
|
/obj/projectile/magic/aoe/lightning
|
|
name = "lightning bolt"
|
|
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
|
|
damage = 15
|
|
damage_type = BURN
|
|
speed = 0.3
|
|
|
|
/// The power of the zap itself when it electrocutes someone
|
|
var/zap_power = 2e4
|
|
/// The range of the zap itself when it electrocutes someone
|
|
var/zap_range = 15
|
|
/// The flags of the zap itself when it electrocutes someone
|
|
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
|
|
/// A reference to the chain beam between the caster and the projectile
|
|
var/datum/beam/chain
|
|
|
|
/obj/projectile/magic/aoe/lightning/fire(setAngle)
|
|
if(firer)
|
|
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]")
|
|
return ..()
|
|
|
|
/obj/projectile/magic/aoe/lightning/on_hit(atom/target, blocked = 0, pierce_hit)
|
|
. = ..()
|
|
tesla_zap(source = src, zap_range = zap_range, power = zap_power, cutoff = 1e3, zap_flags = zap_flags)
|
|
|
|
/obj/projectile/magic/aoe/lightning/Destroy()
|
|
QDEL_NULL(chain)
|
|
return ..()
|
|
|
|
/obj/projectile/magic/aoe/lightning/no_zap
|
|
zap_power = 1e4
|
|
zap_range = 4
|
|
zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
|
|
|
|
/obj/projectile/magic/fireball
|
|
name = "bolt of fireball"
|
|
icon_state = "fireball"
|
|
damage = 10
|
|
damage_type = BRUTE
|
|
|
|
/// Heavy explosion range of the fireball
|
|
var/exp_heavy = 0
|
|
/// Light explosion range of the fireball
|
|
var/exp_light = 2
|
|
/// Fire radius of the fireball
|
|
var/exp_fire = 2
|
|
/// Flash radius of the fireball
|
|
var/exp_flash = 3
|
|
|
|
/obj/projectile/magic/fireball/on_hit(atom/target, blocked = 0, pierce_hit)
|
|
. = ..()
|
|
if(isliving(target))
|
|
var/mob/living/mob_target = target
|
|
// between this 10 burn, the 10 brute, the explosion brute, and the onfire burn,
|
|
// you are at about 65 damage if you stop drop and roll immediately
|
|
mob_target.take_overall_damage(burn = 10)
|
|
|
|
var/turf/target_turf = get_turf(target)
|
|
|
|
explosion(
|
|
target_turf,
|
|
devastation_range = -1,
|
|
heavy_impact_range = exp_heavy,
|
|
light_impact_range = exp_light,
|
|
flame_range = exp_fire,
|
|
flash_range = exp_flash,
|
|
adminlog = FALSE,
|
|
explosion_cause = src,
|
|
)
|
|
|
|
/obj/projectile/magic/aoe/magic_missile
|
|
name = "magic missile"
|
|
icon_state = "magicm"
|
|
range = 100
|
|
speed = 1
|
|
pixel_speed_multiplier = 0.2
|
|
trigger_range = 0
|
|
can_only_hit_target = TRUE
|
|
paralyze = 6 SECONDS
|
|
hitsound = 'sound/magic/mm_hit.ogg'
|
|
|
|
trail = TRUE
|
|
trail_lifespan = 0.5 SECONDS
|
|
trail_icon_state = "magicmd"
|
|
|
|
/obj/projectile/magic/aoe/magic_missile/lesser
|
|
color = "red" //Looks more culty this way
|
|
range = 10
|
|
|
|
/obj/projectile/magic/aoe/juggernaut
|
|
name = "Gauntlet Echo"
|
|
icon_state = "cultfist"
|
|
alpha = 180
|
|
damage = 30
|
|
damage_type = BRUTE
|
|
knockdown = 50
|
|
hitsound = 'sound/weapons/punch3.ogg'
|
|
trigger_range = 0
|
|
antimagic_flags = MAGIC_RESISTANCE_HOLY
|
|
ignored_factions = list(FACTION_CULT)
|
|
range = 105
|
|
speed = 1
|
|
pixel_speed_multiplier = 1/7
|
|
|
|
/obj/projectile/magic/aoe/juggernaut/on_hit(atom/target, blocked = 0, pierce_hit)
|
|
. = ..()
|
|
var/turf/target_turf = get_turf(src)
|
|
playsound(target_turf, 'sound/weapons/resonator_blast.ogg', 100, FALSE)
|
|
new /obj/effect/temp_visual/cult/sac(target_turf)
|
|
for(var/obj/adjacent_object in range(1, src))
|
|
if(!adjacent_object.density)
|
|
continue
|
|
if(istype(adjacent_object, /obj/structure/destructible/cult))
|
|
continue
|
|
|
|
adjacent_object.take_damage(90, BRUTE, MELEE, 0)
|
|
new /obj/effect/temp_visual/cult/turf/floor(get_turf(adjacent_object))
|
|
|
|
//still magic related, but a different path
|
|
|
|
/obj/projectile/temp/chill
|
|
name = "bolt of chills"
|
|
icon_state = "ice_2"
|
|
damage_type = BURN
|
|
armour_penetration = 100
|
|
temperature = -200 // Cools you down greatly per hit
|
|
|
|
/obj/projectile/magic/nothing
|
|
name = "bolt of nothing"
|
|
|
|
/obj/projectile/magic/spellcard
|
|
name = "enchanted card"
|
|
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
|
|
icon_state = "spellcard"
|
|
damage_type = BURN
|
|
damage = 2
|
|
antimagic_charge_cost = 0 // since the cards gets spammed like a shotgun
|
|
|
|
//a shrink ray that shrinks stuff, which grows back after a short while.
|
|
/obj/projectile/magic/shrink
|
|
name = "shrink ray"
|
|
icon_state = "blue_laser"
|
|
hitsound = 'sound/weapons/shrink_hit.ogg'
|
|
damage = 0
|
|
damage_type = STAMINA
|
|
armor_flag = ENERGY
|
|
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
|
|
light_color = LIGHT_COLOR_BLUE
|
|
var/shrink_time = -1
|
|
|
|
/obj/projectile/magic/shrink/on_hit(atom/target, blocked = 0, pierce_hit)
|
|
. = ..()
|
|
if(isopenturf(target) || isindestructiblewall(target))//shrunk floors wouldnt do anything except look weird, i-walls shouldn't be bypassable
|
|
return
|
|
target.AddComponent(/datum/component/shrink, shrink_time)
|
|
|
|
/obj/projectile/magic/shrink/is_hostile_projectile()
|
|
return TRUE
|
|
|
|
/obj/projectile/magic/shrink/wand
|
|
shrink_time = 90 SECONDS
|
|
|
|
/obj/projectile/magic/shrink/wand/on_hit(atom/target, blocked = 0, pierce_hit)
|
|
shrink_time = rand(60 SECONDS, 90 SECONDS)
|
|
return ..()
|