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Bubberstation/code/modules/events/wizard/aid.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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//in this file: Various events that directly aid the wizard. This is the "lets entice the wizard to use summon events!" file.
/datum/round_event_control/wizard/robelesscasting //EI NUDTH!
name = "Robeless Casting"
weight = 2
typepath = /datum/round_event/wizard/robelesscasting
max_occurrences = 1
earliest_start = 0 MINUTES
/datum/round_event/wizard/robelesscasting/start()
for(var/i in GLOB.mob_living_list) //Hey if a corgi has magic missle he should get the same benifit as anyone
var/mob/living/L = i
if(L.mind && L.mind.spell_list.len != 0)
var/spell_improved = FALSE
for(var/obj/effect/proc_holder/spell/S in L.mind.spell_list)
if(S.clothes_req)
S.clothes_req = 0
spell_improved = TRUE
if(spell_improved)
to_chat(L, span_notice("You suddenly feel like you never needed those garish robes in the first place..."))
//--//
/datum/round_event_control/wizard/improvedcasting //blink x5 disintergrate x5 here I come!
name = "Improved Casting"
weight = 3
typepath = /datum/round_event/wizard/improvedcasting
max_occurrences = 4 //because that'd be max level spells
earliest_start = 0 MINUTES
/datum/round_event/wizard/improvedcasting/start()
for(var/i in GLOB.mob_living_list)
var/mob/living/L = i
if(L.mind && L.mind.spell_list.len != 0)
for(var/obj/effect/proc_holder/spell/S in L.mind.spell_list)
S.name = initial(S.name)
S.spell_level++
if(S.spell_level >= 6 || S.charge_max <= 0) //Badmin checks, these should never be a problem in normal play
continue
if(S.level_max <= 0)
continue
S.charge_max = round(initial(S.charge_max) - S.spell_level * (initial(S.charge_max) - S.cooldown_min) / S.level_max)
if(S.charge_max < S.charge_counter)
S.charge_counter = S.charge_max
switch(S.spell_level)
if(1)
S.name = "Efficient [S.name]"
if(2)
S.name = "Quickened [S.name]"
if(3)
S.name = "Free [S.name]"
if(4)
S.name = "Instant [S.name]"
if(5)
S.name = "Ludicrous [S.name]"
to_chat(L, span_notice("You suddenly feel more competent with your casting!"))