Moar whitespace normalization [MDB IGNORE] (#7750)

Co-authored-by: Raeschen <rycoop29@gmail.com>
This commit is contained in:
Drathek
2024-02-16 10:54:47 +01:00
committed by GitHub
co-authored by Raeschen
parent eecf6bbff9
commit 3995338290
1177 changed files with 550902 additions and 550902 deletions
+24 -24
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@@ -1,25 +1,25 @@
/*
Aoe turf spells target a ring of tiles around the user
This ring has an outer radius (range) and an inner radius (inner_radius)
Aoe turf spells have two useful flags: IGNOREDENSE and IGNORESPACE. These are explained in setup.dm
*/
/spell/aoe_turf //affects all turfs in view or range (depends)
spell_flags = IGNOREDENSE
var/inner_radius = -1 //for all your ring spell needs
/spell/aoe_turf/choose_targets(mob/user = usr)
var/list/targets = list()
for(var/turf/target in view_or_range(range, holder, selection_type))
if(!(target in view_or_range(inner_radius, holder, selection_type)))
if(target.density && (spell_flags & IGNOREDENSE))
continue
if(istype(target, /turf/space) && (spell_flags & IGNORESPACE))
continue
targets += target
if(!targets.len) //doesn't waste the spell
return
/*
Aoe turf spells target a ring of tiles around the user
This ring has an outer radius (range) and an inner radius (inner_radius)
Aoe turf spells have two useful flags: IGNOREDENSE and IGNORESPACE. These are explained in setup.dm
*/
/spell/aoe_turf //affects all turfs in view or range (depends)
spell_flags = IGNOREDENSE
var/inner_radius = -1 //for all your ring spell needs
/spell/aoe_turf/choose_targets(mob/user = usr)
var/list/targets = list()
for(var/turf/target in view_or_range(range, holder, selection_type))
if(!(target in view_or_range(inner_radius, holder, selection_type)))
if(target.density && (spell_flags & IGNOREDENSE))
continue
if(istype(target, /turf/space) && (spell_flags & IGNORESPACE))
continue
targets += target
if(!targets.len) //doesn't waste the spell
return
return targets
+25 -25
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@@ -1,25 +1,25 @@
//////////////////////Scrying orb//////////////////////
/obj/item/weapon/scrying
name = "scrying orb"
desc = "An incandescent orb of otherworldly energy, staring into it gives you vision beyond mortal means."
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
throw_speed = 3
throw_range = 7
throwforce = 10
damtype = BURN
force = 10
hitsound = 'sound/items/welder2.ogg'
/obj/item/weapon/scrying/attack_self(mob/user as mob)
if((user.mind && !wizards.is_antagonist(user.mind)))
to_chat(user, "<span class='warning'>You stare into the orb and see nothing but your own reflection.</span>")
return
to_chat(user, "<span class='info'>You can see... everything!</span>")
visible_message("<span class='danger'>[user] stares into [src], their eyes glazing over.</span>")
user.teleop = user.ghostize(1)
announce_ghost_joinleave(user.teleop, 1, "You feel that they used a powerful artifact to [pick("invade","disturb","disrupt","infest","taint","spoil","blight")] this place with their presence.")
return
//////////////////////Scrying orb//////////////////////
/obj/item/weapon/scrying
name = "scrying orb"
desc = "An incandescent orb of otherworldly energy, staring into it gives you vision beyond mortal means."
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
throw_speed = 3
throw_range = 7
throwforce = 10
damtype = BURN
force = 10
hitsound = 'sound/items/welder2.ogg'
/obj/item/weapon/scrying/attack_self(mob/user as mob)
if((user.mind && !wizards.is_antagonist(user.mind)))
to_chat(user, "<span class='warning'>You stare into the orb and see nothing but your own reflection.</span>")
return
to_chat(user, "<span class='info'>You can see... everything!</span>")
visible_message("<span class='danger'>[user] stares into [src], their eyes glazing over.</span>")
user.teleop = user.ghostize(1)
announce_ghost_joinleave(user.teleop, 1, "You feel that they used a powerful artifact to [pick("invade","disturb","disrupt","infest","taint","spoil","blight")] this place with their presence.")
return
+88 -88
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@@ -1,88 +1,88 @@
/datum/mind
var/list/learned_spells
/mob/Life()
..()
if(spell_masters && spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.update_spells(0, src)
/mob/Login()
..()
if(spell_masters)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.toggle_open(1)
client.screen -= spell_master
/mob/Stat()
. = ..()
if(. && spell_list && spell_list.len)
for(var/spell/S in spell_list)
if((!S.connected_button) || !statpanel(S.panel))
continue //Not showing the noclothes spell
switch(S.charge_type)
if(Sp_RECHARGE)
statpanel(S.panel,"[S.charge_counter/10.0]/[S.charge_max/10]",S.connected_button)
if(Sp_CHARGES)
statpanel(S.panel,"[S.charge_counter]/[S.charge_max]",S.connected_button)
if(Sp_HOLDVAR)
statpanel(S.panel,"[S.holder_var_type] [S.holder_var_amount]",S.connected_button)
/hook/clone/proc/restore_spells(var/mob/H)
if(H.mind && H.mind.learned_spells)
for(var/spell/spell_to_add in H.mind.learned_spells)
H.add_spell(spell_to_add)
/mob/proc/add_spell(var/spell/spell_to_add, var/spell_base = "wiz_spell_ready", var/master_type = /obj/screen/movable/spell_master)
if(!spell_masters)
spell_masters = list()
if(spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
if(spell_master.type == master_type)
spell_list.Add(spell_to_add)
spell_master.add_spell(spell_to_add)
return 1
var/obj/screen/movable/spell_master/new_spell_master = new master_type //we're here because either we didn't find our type, or we have no spell masters to attach to
if(client)
src.client.screen += new_spell_master
new_spell_master.spell_holder = src
new_spell_master.add_spell(spell_to_add)
if(spell_base)
new_spell_master.icon_state = spell_base
spell_masters.Add(new_spell_master)
spell_list.Add(spell_to_add)
if(mind)
if(!mind.learned_spells)
mind.learned_spells = list()
mind.learned_spells += spell_to_add
return 1
/mob/proc/remove_spell(var/spell/spell_to_remove)
if(!spell_to_remove || !istype(spell_to_remove))
return
if(!(spell_to_remove in spell_list))
return
if(!spell_masters || !spell_masters.len)
return
if(mind && mind.learned_spells)
mind.learned_spells.Remove(spell_to_remove)
spell_list.Remove(spell_to_remove)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.remove_spell(spell_to_remove)
return 1
/mob/proc/silence_spells(var/amount = 0)
if(!(amount >= 0))
return
if(!spell_masters || !spell_masters.len)
return
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.silence_spells(amount)
/datum/mind
var/list/learned_spells
/mob/Life()
..()
if(spell_masters && spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.update_spells(0, src)
/mob/Login()
..()
if(spell_masters)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.toggle_open(1)
client.screen -= spell_master
/mob/Stat()
. = ..()
if(. && spell_list && spell_list.len)
for(var/spell/S in spell_list)
if((!S.connected_button) || !statpanel(S.panel))
continue //Not showing the noclothes spell
switch(S.charge_type)
if(Sp_RECHARGE)
statpanel(S.panel,"[S.charge_counter/10.0]/[S.charge_max/10]",S.connected_button)
if(Sp_CHARGES)
statpanel(S.panel,"[S.charge_counter]/[S.charge_max]",S.connected_button)
if(Sp_HOLDVAR)
statpanel(S.panel,"[S.holder_var_type] [S.holder_var_amount]",S.connected_button)
/hook/clone/proc/restore_spells(var/mob/H)
if(H.mind && H.mind.learned_spells)
for(var/spell/spell_to_add in H.mind.learned_spells)
H.add_spell(spell_to_add)
/mob/proc/add_spell(var/spell/spell_to_add, var/spell_base = "wiz_spell_ready", var/master_type = /obj/screen/movable/spell_master)
if(!spell_masters)
spell_masters = list()
if(spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
if(spell_master.type == master_type)
spell_list.Add(spell_to_add)
spell_master.add_spell(spell_to_add)
return 1
var/obj/screen/movable/spell_master/new_spell_master = new master_type //we're here because either we didn't find our type, or we have no spell masters to attach to
if(client)
src.client.screen += new_spell_master
new_spell_master.spell_holder = src
new_spell_master.add_spell(spell_to_add)
if(spell_base)
new_spell_master.icon_state = spell_base
spell_masters.Add(new_spell_master)
spell_list.Add(spell_to_add)
if(mind)
if(!mind.learned_spells)
mind.learned_spells = list()
mind.learned_spells += spell_to_add
return 1
/mob/proc/remove_spell(var/spell/spell_to_remove)
if(!spell_to_remove || !istype(spell_to_remove))
return
if(!(spell_to_remove in spell_list))
return
if(!spell_masters || !spell_masters.len)
return
if(mind && mind.learned_spells)
mind.learned_spells.Remove(spell_to_remove)
spell_list.Remove(spell_to_remove)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.remove_spell(spell_to_remove)
return 1
/mob/proc/silence_spells(var/amount = 0)
if(!(amount >= 0))
return
if(!spell_masters || !spell_masters.len)
return
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.silence_spells(amount)
+40 -40
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@@ -1,40 +1,40 @@
//You can set duration to 0 to have the items last forever
/spell/targeted/equip_item
name = "equipment spell"
var/list/equipped_summons = list() //assoc list of text ids and paths to spawn
var/list/summoned_items = list() //list of items we summoned and will dispose when the spell runs out
var/delete_old = 1 //if the item previously in the slot is deleted - otherwise, it's dropped
/spell/targeted/equip_item/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/L in targets)
for(var/slot_id in equipped_summons)
var/to_create = equipped_summons[slot_id]
slot_id = text2num(slot_id) //because the index is text, we access this instead
var/obj/item/new_item = summon_item(to_create)
var/obj/item/old_item = L.get_equipped_item(slot_id)
L.equip_to_slot(new_item, slot_id)
if(old_item)
L.remove_from_mob(old_item)
if(delete_old)
qdel(old_item)
else
old_item.loc = L.loc
if(duration)
summoned_items += new_item //we store it in a list to remove later
if(duration)
spawn(duration)
for(var/obj/item/to_remove in summoned_items)
if(istype(to_remove.loc, /mob))
var/mob/M = to_remove.loc
M.remove_from_mob(to_remove)
qdel(to_remove)
/spell/targeted/equip_item/proc/summon_item(var/newtype)
return new newtype
//You can set duration to 0 to have the items last forever
/spell/targeted/equip_item
name = "equipment spell"
var/list/equipped_summons = list() //assoc list of text ids and paths to spawn
var/list/summoned_items = list() //list of items we summoned and will dispose when the spell runs out
var/delete_old = 1 //if the item previously in the slot is deleted - otherwise, it's dropped
/spell/targeted/equip_item/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/L in targets)
for(var/slot_id in equipped_summons)
var/to_create = equipped_summons[slot_id]
slot_id = text2num(slot_id) //because the index is text, we access this instead
var/obj/item/new_item = summon_item(to_create)
var/obj/item/old_item = L.get_equipped_item(slot_id)
L.equip_to_slot(new_item, slot_id)
if(old_item)
L.remove_from_mob(old_item)
if(delete_old)
qdel(old_item)
else
old_item.loc = L.loc
if(duration)
summoned_items += new_item //we store it in a list to remove later
if(duration)
spawn(duration)
for(var/obj/item/to_remove in summoned_items)
if(istype(to_remove.loc, /mob))
var/mob/M = to_remove.loc
M.remove_from_mob(to_remove)
qdel(to_remove)
/spell/targeted/equip_item/proc/summon_item(var/newtype)
return new newtype
+39 -39
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@@ -1,39 +1,39 @@
/spell/targeted/equip_item/horsemask
name = "Curse of the Horseman"
desc = "This spell triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated. This spell does not require robes."
school = "transmutation"
charge_type = Sp_RECHARGE
charge_max = 150
charge_counter = 0
spell_flags = 0
invocation = "KN'A FTAGHU, PUCK 'BTHNK!"
invocation_type = SpI_SHOUT
range = 7
max_targets = 1
cooldown_min = 30 //30 deciseconds reduction per rank
selection_type = "range"
compatible_mobs = list(/mob/living/carbon/human)
hud_state = "wiz_horse"
/spell/targeted/equip_item/horsemask/New()
..()
equipped_summons = list("[slot_wear_mask]" = /obj/item/clothing/mask/horsehead)
/spell/targeted/equip_item/horsemask/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/target in targets)
target.visible_message( "<span class='danger'>[target]'s face lights up in fire, and after the event a horse's head takes its place!</span>", \
"<span class='danger'>Your face burns up, and shortly after the fire you realise you have the face of a horse!</span>")
target.flash_eyes()
/spell/targeted/equip_item/horsemask/summon_item(var/new_type)
var/obj/item/new_item = new new_type
new_item.canremove = FALSE //curses!
new_item.unacidable = TRUE
if(istype(new_item, /obj/item/clothing/mask/horsehead))
var/obj/item/clothing/mask/horsehead/magichead = new_item
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
return new_item
/spell/targeted/equip_item/horsemask
name = "Curse of the Horseman"
desc = "This spell triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated. This spell does not require robes."
school = "transmutation"
charge_type = Sp_RECHARGE
charge_max = 150
charge_counter = 0
spell_flags = 0
invocation = "KN'A FTAGHU, PUCK 'BTHNK!"
invocation_type = SpI_SHOUT
range = 7
max_targets = 1
cooldown_min = 30 //30 deciseconds reduction per rank
selection_type = "range"
compatible_mobs = list(/mob/living/carbon/human)
hud_state = "wiz_horse"
/spell/targeted/equip_item/horsemask/New()
..()
equipped_summons = list("[slot_wear_mask]" = /obj/item/clothing/mask/horsehead)
/spell/targeted/equip_item/horsemask/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/target in targets)
target.visible_message( "<span class='danger'>[target]'s face lights up in fire, and after the event a horse's head takes its place!</span>", \
"<span class='danger'>Your face burns up, and shortly after the fire you realise you have the face of a horse!</span>")
target.flash_eyes()
/spell/targeted/equip_item/horsemask/summon_item(var/new_type)
var/obj/item/new_item = new new_type
new_item.canremove = FALSE //curses!
new_item.unacidable = TRUE
if(istype(new_item, /obj/item/clothing/mask/horsehead))
var/obj/item/clothing/mask/horsehead/magichead = new_item
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
return new_item
+144 -144
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@@ -1,145 +1,145 @@
/*
Targeted spells (with the exception of dumbfire) select from all the mobs in the defined range
Targeted spells have two useful flags: INCLUDEUSER and SELECTABLE. These are explained in setup.dm
*/
/spell/targeted //can mean aoe for mobs (limited/unlimited number) or one target mob
var/max_targets = 1 //leave 0 for unlimited targets in range, more for limited number of casts (can all target one guy, depends on target_ignore_prev) in range
var/target_ignore_prev = 1 //only important if max_targets > 1, affects if the spell can be cast multiple times at one person from one cast
var/amt_weakened = 0
var/amt_paralysis = 0
var/amt_stunned = 0
var/amt_dizziness = 0
var/amt_confused = 0
var/amt_stuttering = 0
//set to negatives for healing
var/amt_dam_fire = 0
var/amt_dam_brute = 0
var/amt_dam_oxy = 0
var/amt_dam_tox = 0
var/amt_eye_blind = 0
var/amt_eye_blurry = 0
var/list/compatible_mobs = list()
/spell/targeted/choose_targets(mob/user = usr)
var/list/targets = list()
if(max_targets == 0) //unlimited
if(range == -2)
targets = living_mob_list
else
for(var/mob/living/target in view_or_range(range, holder, selection_type))
targets += target
else if(max_targets == 1) //single target can be picked
if((range == 0 || range == -1) && spell_flags & INCLUDEUSER)
targets += user
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/M in starting_targets)
if(!(spell_flags & INCLUDEUSER) && M == user)
continue
if(compatible_mobs && compatible_mobs.len)
if(!is_type_in_list(M, compatible_mobs)) continue
if(compatible_mobs && compatible_mobs.len && !is_type_in_list(M, compatible_mobs))
continue
possible_targets += M
if(possible_targets.len)
if(spell_flags & SELECTABLE) //if we are allowed to choose. see setup.dm for details
var/mob/temp_target = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(temp_target)
targets += temp_target
else
targets += pick(possible_targets)
//Adds a safety check post-input to make sure those targets are actually in range.
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/target in starting_targets)
if(!(spell_flags & INCLUDEUSER) && target == user)
continue
if(compatible_mobs && !is_type_in_list(target, compatible_mobs))
continue
possible_targets += target
if(spell_flags & SELECTABLE)
for(var/i = 1; i<=max_targets, i++)
if(!possible_targets.len)
break
var/mob/M = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(!M)
break
if(range != -2)
if(!(M in view_or_range(range, holder, selection_type)))
continue
targets += M
possible_targets -= M
else
for(var/i=1,i<=max_targets,i++)
if(!possible_targets.len)
break
if(target_ignore_prev)
var/target = pick(possible_targets)
possible_targets -= target
targets += target
else
targets += pick(possible_targets)
if(!(spell_flags & INCLUDEUSER) && (user in targets))
targets -= user
if(compatible_mobs && compatible_mobs.len)
for(var/mob/living/target in targets) //filters out all the non-compatible mobs
if(!is_type_in_list(target, compatible_mobs))
targets -= target
return targets
/spell/targeted/cast(var/list/targets, mob/user)
for(var/mob/living/target in targets)
if(range >= 0)
if(!(target in view_or_range(range, holder, selection_type))) //filter at time of casting
targets -= target
continue
apply_spell_damage(target)
/spell/targeted/proc/apply_spell_damage(mob/living/target)
target.adjustBruteLoss(amt_dam_brute)
target.adjustFireLoss(amt_dam_fire)
target.adjustToxLoss(amt_dam_tox)
target.adjustOxyLoss(amt_dam_oxy)
//disabling
target.Weaken(amt_weakened)
target.Paralyse(amt_paralysis)
target.Stun(amt_stunned)
if(amt_weakened || amt_paralysis || amt_stunned)
if(target.buckled)
target.buckled = null
target.Blind(amt_eye_blind)
target.eye_blurry += amt_eye_blurry
target.dizziness += amt_dizziness
target.Confuse(amt_confused)
/*
Targeted spells (with the exception of dumbfire) select from all the mobs in the defined range
Targeted spells have two useful flags: INCLUDEUSER and SELECTABLE. These are explained in setup.dm
*/
/spell/targeted //can mean aoe for mobs (limited/unlimited number) or one target mob
var/max_targets = 1 //leave 0 for unlimited targets in range, more for limited number of casts (can all target one guy, depends on target_ignore_prev) in range
var/target_ignore_prev = 1 //only important if max_targets > 1, affects if the spell can be cast multiple times at one person from one cast
var/amt_weakened = 0
var/amt_paralysis = 0
var/amt_stunned = 0
var/amt_dizziness = 0
var/amt_confused = 0
var/amt_stuttering = 0
//set to negatives for healing
var/amt_dam_fire = 0
var/amt_dam_brute = 0
var/amt_dam_oxy = 0
var/amt_dam_tox = 0
var/amt_eye_blind = 0
var/amt_eye_blurry = 0
var/list/compatible_mobs = list()
/spell/targeted/choose_targets(mob/user = usr)
var/list/targets = list()
if(max_targets == 0) //unlimited
if(range == -2)
targets = living_mob_list
else
for(var/mob/living/target in view_or_range(range, holder, selection_type))
targets += target
else if(max_targets == 1) //single target can be picked
if((range == 0 || range == -1) && spell_flags & INCLUDEUSER)
targets += user
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/M in starting_targets)
if(!(spell_flags & INCLUDEUSER) && M == user)
continue
if(compatible_mobs && compatible_mobs.len)
if(!is_type_in_list(M, compatible_mobs)) continue
if(compatible_mobs && compatible_mobs.len && !is_type_in_list(M, compatible_mobs))
continue
possible_targets += M
if(possible_targets.len)
if(spell_flags & SELECTABLE) //if we are allowed to choose. see setup.dm for details
var/mob/temp_target = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(temp_target)
targets += temp_target
else
targets += pick(possible_targets)
//Adds a safety check post-input to make sure those targets are actually in range.
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/target in starting_targets)
if(!(spell_flags & INCLUDEUSER) && target == user)
continue
if(compatible_mobs && !is_type_in_list(target, compatible_mobs))
continue
possible_targets += target
if(spell_flags & SELECTABLE)
for(var/i = 1; i<=max_targets, i++)
if(!possible_targets.len)
break
var/mob/M = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(!M)
break
if(range != -2)
if(!(M in view_or_range(range, holder, selection_type)))
continue
targets += M
possible_targets -= M
else
for(var/i=1,i<=max_targets,i++)
if(!possible_targets.len)
break
if(target_ignore_prev)
var/target = pick(possible_targets)
possible_targets -= target
targets += target
else
targets += pick(possible_targets)
if(!(spell_flags & INCLUDEUSER) && (user in targets))
targets -= user
if(compatible_mobs && compatible_mobs.len)
for(var/mob/living/target in targets) //filters out all the non-compatible mobs
if(!is_type_in_list(target, compatible_mobs))
targets -= target
return targets
/spell/targeted/cast(var/list/targets, mob/user)
for(var/mob/living/target in targets)
if(range >= 0)
if(!(target in view_or_range(range, holder, selection_type))) //filter at time of casting
targets -= target
continue
apply_spell_damage(target)
/spell/targeted/proc/apply_spell_damage(mob/living/target)
target.adjustBruteLoss(amt_dam_brute)
target.adjustFireLoss(amt_dam_fire)
target.adjustToxLoss(amt_dam_tox)
target.adjustOxyLoss(amt_dam_oxy)
//disabling
target.Weaken(amt_weakened)
target.Paralyse(amt_paralysis)
target.Stun(amt_stunned)
if(amt_weakened || amt_paralysis || amt_stunned)
if(target.buckled)
target.buckled = null
target.Blind(amt_eye_blind)
target.eye_blurry += amt_eye_blurry
target.dizziness += amt_dizziness
target.Confuse(amt_confused)
target.stuttering += amt_stuttering