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Bubberstation/code/modules/awaymissions/mission_code/Academy.dm
Ryll Ryll bcbbc0587d Puts a short cooldown on the Die of Fate (#56174)
There's a short 1 second delay between rolling the Die of Fate and it actually taking effect, meaning you can spam it in your hand multiple times in order to queue up multiple effects that the user may not actually survive to see if one of the first rolls kills or dusts them. This puts a 2.5 seconds cooldown on being able to roll the Die of Fate to prevent stacking
2021-01-19 15:55:44 -03:00

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//Academy Areas
/area/awaymission/academy
name = "Academy Asteroids"
icon_state = "away"
/area/awaymission/academy/headmaster
name = "Academy Fore Block"
icon_state = "away1"
/area/awaymission/academy/classrooms
name = "Academy Classroom Block"
icon_state = "away2"
/area/awaymission/academy/academyaft
name = "Academy Ship Aft Block"
icon_state = "away3"
/area/awaymission/academy/academygate
name = "Academy Gateway"
icon_state = "away4"
/area/awaymission/academy/academycellar
name = "Academy Cellar"
icon_state = "away4"
/area/awaymission/academy/academyengine
name = "Academy Engine"
icon_state = "away4"
//Academy Items
/obj/item/paper/fluff/awaymissions/academy/console_maint
name = "Console Maintenance"
info = "We're upgrading to the latest mainframes for our consoles, the shipment should be in before spring break is over!"
/obj/item/paper/fluff/awaymissions/academy/class/automotive
name = "Automotive Repair 101"
/obj/item/paper/fluff/awaymissions/academy/class/pyromancy
name = "Pyromancy 250"
/obj/item/paper/fluff/awaymissions/academy/class/biology
name = "Biology Lab"
/obj/item/paper/fluff/awaymissions/academy/grade/aplus
name = "Summoning Midterm Exam"
info = "Grade: A+ Educator's Notes: Excellent form."
/obj/item/paper/fluff/awaymissions/academy/grade/bminus
name = "Summoning Midterm Exam"
info = "Grade: B- Educator's Notes: Keep applying yourself, you're showing improvement."
/obj/item/paper/fluff/awaymissions/academy/grade/dminus
name = "Summoning Midterm Exam"
info = "Grade: D- Educator's Notes: SEE ME AFTER CLASS."
/obj/item/paper/fluff/awaymissions/academy/grade/failure
name = "Pyromancy Evaluation"
info = "Current Grade: F. Educator's Notes: No improvement shown despite multiple private lessons. Suggest additional tutelage."
/// The immobile, close pulling singularity seen in the academy away mission
/obj/singularity/academy
move_self = FALSE
/obj/singularity/academy/Initialize()
. = ..()
var/datum/component/singularity/singularity = singularity_component.resolve()
singularity?.grav_pull = 1
/obj/singularity/academy/process(delta_time)
if(DT_PROB(0.5, delta_time))
mezzer()
/obj/item/clothing/glasses/meson/truesight
name = "The Lens of Truesight"
desc = "I can see forever!"
icon_state = "monocle"
inhand_icon_state = "headset"
/obj/structure/academy_wizard_spawner
name = "Academy Defensive System"
desc = "Made by Abjuration, Inc."
icon = 'icons/obj/cult.dmi'
icon_state = "forge"
anchored = TRUE
max_integrity = 200
var/mob/living/current_wizard = null
var/next_check = 0
var/cooldown = 600
var/faction = ROLE_WIZARD
var/braindead_check = 0
/obj/structure/academy_wizard_spawner/New()
START_PROCESSING(SSobj, src)
/obj/structure/academy_wizard_spawner/Destroy()
if(!broken)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/academy_wizard_spawner/process()
if(next_check < world.time)
if(!current_wizard)
for(var/mob/living/L in GLOB.player_list)
if(L.z == src.z && L.stat != DEAD && !(faction in L.faction))
summon_wizard()
break
else
if(current_wizard.stat == DEAD)
current_wizard = null
summon_wizard()
if(!current_wizard.client)
if(!braindead_check)
braindead_check = 1
else
braindead_check = 0
give_control()
next_check = world.time + cooldown
/obj/structure/academy_wizard_spawner/proc/give_control()
set waitfor = FALSE
if(!current_wizard)
return
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as Wizard Academy Defender?", ROLE_WIZARD, null, ROLE_WIZARD, 50, current_wizard, POLL_IGNORE_ACADEMY_WIZARD)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
message_admins("[ADMIN_LOOKUPFLW(C)] was spawned as Wizard Academy Defender")
current_wizard.ghostize() // on the off chance braindead defender gets back in
current_wizard.key = C.key
/obj/structure/academy_wizard_spawner/proc/summon_wizard()
var/turf/T = src.loc
var/mob/living/carbon/human/wizbody = new(T)
wizbody.fully_replace_character_name(wizbody.real_name, "Academy Teacher")
wizbody.mind_initialize()
var/datum/mind/wizmind = wizbody.mind
wizmind.special_role = "Academy Defender"
wizmind.add_antag_datum(/datum/antagonist/wizard/academy)
current_wizard = wizbody
give_control()
/obj/structure/academy_wizard_spawner/deconstruct(disassembled = TRUE)
if(!broken)
broken = 1
visible_message("<span class='warning'>[src] breaks down!</span>")
icon_state = "forge_off"
STOP_PROCESSING(SSobj, src)
/datum/outfit/wizard/academy
name = "Academy Wizard"
r_pocket = null
r_hand = null
suit = /obj/item/clothing/suit/wizrobe/red
head = /obj/item/clothing/head/wizard/red
backpack_contents = list(/obj/item/storage/box/survival = 1)
/obj/item/dice/d20/fate
name = "\improper Die of Fate"
desc = "A die with twenty sides. You can feel unearthly energies radiating from it. Using this might be VERY risky."
icon_state = "d20"
sides = 20
microwave_riggable = FALSE
var/reusable = TRUE
var/used = FALSE
/// So you can't roll the die 20 times in a second and stack a bunch of effects that might conflict
COOLDOWN_DECLARE(roll_cd)
/obj/item/dice/d20/fate/one_use
reusable = FALSE
/obj/item/dice/d20/fate/cursed
name = "cursed Die of Fate"
desc = "A die with twenty sides. You feel that rolling this is a REALLY bad idea."
color = "#00BB00"
rigged = DICE_TOTALLY_RIGGED
rigged_value = 1
/obj/item/dice/d20/fate/cursed/one_use
reusable = FALSE
/obj/item/dice/d20/fate/stealth
name = "d20"
desc = "A die with twenty sides. The preferred die to throw at the GM."
/obj/item/dice/d20/fate/stealth/one_use
reusable = FALSE
/obj/item/dice/d20/fate/stealth/cursed
rigged = DICE_TOTALLY_RIGGED
rigged_value = 1
/obj/item/dice/d20/fate/stealth/cursed/one_use
reusable = FALSE
/obj/item/dice/d20/fate/diceroll(mob/user)
if(!COOLDOWN_FINISHED(src, roll_cd))
to_chat(user, "<span class='warning'>Hold on, [src] isn't caught up with your last roll!</span>")
return
. = ..()
if(used)
return
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans!</span>")
return
if(!reusable)
used = TRUE
var/turf/T = get_turf(src)
T.visible_message("<span class='userdanger'>[src] flares briefly.</span>")
addtimer(CALLBACK(src, .proc/effect, user, .), 1 SECONDS)
COOLDOWN_START(src, roll_cd, 2.5 SECONDS)
/obj/item/dice/d20/fate/equipped(mob/user, slot)
. = ..()
if(!ishuman(user) || !user.mind || (user.mind in SSticker.mode.wizards))
to_chat(user, "<span class='warning'>You feel the magic of the dice is restricted to ordinary humans! You should leave it alone.</span>")
user.dropItemToGround(src)
/obj/item/dice/d20/fate/proc/effect(mob/living/carbon/human/user,roll)
var/turf/T = get_turf(src)
switch(roll)
if(1)
//Dust
T.visible_message("<span class='userdanger'>[user] turns to dust!</span>")
user.dust()
if(2)
//Death
T.visible_message("<span class='userdanger'>[user] suddenly dies!</span>")
user.death()
if(3)
//Swarm of creatures
T.visible_message("<span class='userdanger'>A swarm of creatures surrounds [user]!</span>")
for(var/direction in GLOB.alldirs)
new /mob/living/simple_animal/hostile/netherworld(get_step(get_turf(user),direction))
if(4)
//Destroy Equipment
T.visible_message("<span class='userdanger'>Everything [user] is holding and wearing disappears!</span>")
for(var/obj/item/I in user)
if(istype(I, /obj/item/implant))
continue
qdel(I)
if(5)
//Monkeying
T.visible_message("<span class='userdanger'>[user] transforms into a monkey!</span>")
user.monkeyize()
if(6)
//Cut speed
T.visible_message("<span class='userdanger'>[user] starts moving slower!</span>")
user.add_movespeed_modifier(/datum/movespeed_modifier/die_of_fate)
if(7)
//Throw
T.visible_message("<span class='userdanger'>Unseen forces throw [user]!</span>")
user.Stun(60)
user.adjustBruteLoss(50)
var/throw_dir = pick(GLOB.cardinals)
var/atom/throw_target = get_edge_target_turf(user, throw_dir)
user.throw_at(throw_target, 200, 4)
if(8)
//Fuel tank Explosion
T.visible_message("<span class='userdanger'>An explosion bursts into existence around [user]!</span>")
explosion(get_turf(user),-1,0,2, flame_range = 2)
if(9)
//Cold
var/datum/disease/D = new /datum/disease/cold()
T.visible_message("<span class='userdanger'>[user] looks a little under the weather!</span>")
user.ForceContractDisease(D, FALSE, TRUE)
if(10)
//Nothing
T.visible_message("<span class='userdanger'>Nothing seems to happen.</span>")
if(11)
//Cookie
T.visible_message("<span class='userdanger'>A cookie appears out of thin air!</span>")
var/obj/item/food/cookie/C = new(drop_location())
do_smoke(0, drop_location())
C.name = "Cookie of Fate"
if(12)
//Healing
T.visible_message("<span class='userdanger'>[user] looks very healthy!</span>")
user.revive(full_heal = TRUE, admin_revive = TRUE)
if(13)
//Mad Dosh
T.visible_message("<span class='userdanger'>Mad dosh shoots out of [src]!</span>")
var/turf/Start = get_turf(src)
for(var/direction in GLOB.alldirs)
var/turf/dirturf = get_step(Start,direction)
if(rand(0,1))
new /obj/item/stack/spacecash/c1000(dirturf)
else
var/obj/item/storage/bag/money/M = new(dirturf)
for(var/i in 1 to rand(5,50))
new /obj/item/coin/gold(M)
if(14)
//Free Gun
T.visible_message("<span class='userdanger'>An impressive gun appears!</span>")
do_smoke(0, drop_location())
new /obj/item/gun/ballistic/revolver/mateba(drop_location())
if(15)
//Random One-use spellbook
T.visible_message("<span class='userdanger'>A magical looking book drops to the floor!</span>")
do_smoke(0, drop_location())
new /obj/item/book/granter/spell/random(drop_location())
if(16)
//Servant & Servant Summon
T.visible_message("<span class='userdanger'>A Dice Servant appears in a cloud of smoke!</span>")
var/mob/living/carbon/human/H = new(drop_location())
do_smoke(0, drop_location())
H.equipOutfit(/datum/outfit/butler)
var/datum/mind/servant_mind = new /datum/mind()
var/datum/antagonist/magic_servant/A = new
servant_mind.add_antag_datum(A)
A.setup_master(user)
servant_mind.transfer_to(H)
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [user.real_name] Servant?", ROLE_WIZARD, null, ROLE_WIZARD, 50, H)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
message_admins("[ADMIN_LOOKUPFLW(C)] was spawned as Dice Servant")
H.key = C.key
var/obj/effect/proc_holder/spell/targeted/summonmob/S = new
S.target_mob = H
user.mind.AddSpell(S)
if(17)
//Tator Kit
T.visible_message("<span class='userdanger'>A suspicious box appears!</span>")
new /obj/item/storage/box/syndicate/bundle_a(drop_location())
do_smoke(0, drop_location())
if(18)
//Captain ID
T.visible_message("<span class='userdanger'>A golden identification card appears!</span>")
new /obj/item/card/id/captains_spare(drop_location())
do_smoke(0, drop_location())
if(19)
//Instrinct Resistance
T.visible_message("<span class='userdanger'>[user] looks very robust!</span>")
user.physiology.brute_mod *= 0.5
user.physiology.burn_mod *= 0.5
if(20)
//Free wizard!
T.visible_message("<span class='userdanger'>Magic flows out of [src] and into [user]!</span>")
user.mind.make_Wizard()
/datum/outfit/butler
name = "Butler"
uniform = /obj/item/clothing/under/suit/black_really
shoes = /obj/item/clothing/shoes/laceup
head = /obj/item/clothing/head/bowler
glasses = /obj/item/clothing/glasses/monocle
gloves = /obj/item/clothing/gloves/color/white
/obj/effect/proc_holder/spell/targeted/summonmob
name = "Summon Servant"
desc = "This spell can be used to call your servant, whenever you need it."
charge_max = 100
clothes_req = 0
invocation = "JE VES"
invocation_type = INVOCATION_WHISPER
range = -1
level_max = 0 //cannot be improved
cooldown_min = 100
include_user = 1
var/mob/living/target_mob
action_icon_state = "summons"
/obj/effect/proc_holder/spell/targeted/summonmob/cast(list/targets,mob/user = usr)
if(!target_mob)
return
var/turf/Start = get_turf(user)
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(Start,direction)
if(!T.density)
target_mob.Move(T)
/obj/structure/ladder/unbreakable/rune
name = "\improper Teleportation Rune"
desc = "Could lead anywhere."
icon = 'icons/obj/rune.dmi'
icon_state = "1"
color = rgb(0,0,255)
/obj/structure/ladder/unbreakable/rune/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/structure/ladder/unbreakable/rune/show_fluff_message(up,mob/user)
user.visible_message("<span class='notice'>[user] activates \the [src].</span>", "<span class='notice'>You activate \the [src].</span>")
/obj/structure/ladder/unbreakable/rune/use(mob/user, is_ghost=FALSE)
if(is_ghost || !(user.mind in SSticker.mode.wizards))
..()