var/list/spells = typesof(/spell) //needed for the badmin verb for now /spell var/name = "Spell" var/desc = "A spell" parent_type = /datum var/panel = "Spells"//What panel the proc holder needs to go on. var/school = "evocation" //not relevant at now, but may be important later if there are changes to how spells work. the ones I used for now will probably be changed... maybe spell presets? lacking flexibility but with some other benefit? var/charge_type = Sp_RECHARGE //can be recharge or charges, see charge_max and charge_counter descriptions; can also be based on the holder's vars now, use "holder_var" for that var/charge_max = 100 //recharge time in deciseconds if charge_type = Sp_RECHARGE or starting charges if charge_type = Sp_CHARGES var/charge_counter = 0 //can only cast spells if it equals recharge, ++ each decisecond if charge_type = Sp_RECHARGE or -- each cast if charge_type = Sp_CHARGES var/still_recharging_msg = span_notice("The spell is still recharging.") var/silenced = 0 //not a binary - the length of time we can't cast this for var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var" var/holder_var_amount = 20 //same. The amount adjusted with the mob's var when the spell is used var/spell_flags = NEEDSCLOTHES var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell var/invocation_type = SpI_NONE //can be none, whisper, shout, and emote var/range = 7 //the range of the spell; outer radius for aoe spells var/message = "" //whatever it says to the guy affected by it var/selection_type = "view" //can be "range" or "view" var/atom/movable/holder //where the spell is. Normally the user, can be an item var/duration = 0 //how long the spell lasts var/list/spell_levels = list(Sp_SPEED = 0, Sp_POWER = 0) //the current spell levels - total spell levels can be obtained by just adding the two values var/list/level_max = list(Sp_TOTAL = 4, Sp_SPEED = 4, Sp_POWER = 0) //maximum possible levels in each category. Total does cover both. var/cooldown_reduc = 0 //If set, defines how much charge_max drops by every speed upgrade var/delay_reduc = 0 var/cooldown_min = 0 //minimum possible cooldown for a charging spell var/overlay = 0 var/overlay_icon = 'icons/obj/wizard.dmi' var/overlay_icon_state = "spell" var/overlay_lifespan = 0 var/sparks_spread = 0 var/sparks_amt = 0 //cropped at 10 var/smoke_spread = 0 //1 - harmless, 2 - harmful var/smoke_amt = 0 //cropped at 10 var/critfailchance = 0 var/cast_delay = 1 var/cast_sound = "" var/hud_state = "" //name of the icon used in generating the spell hud object var/override_base = "" var/obj/screen/connected_button /////////////////////// ///SETUP AND PROCESS/// /////////////////////// /spell/New() ..() //still_recharging_msg = span_notice("[name] is still recharging.") charge_counter = charge_max /spell/process() spawn while(charge_counter < charge_max) charge_counter++ sleep(1) return ///////////////// /////CASTING///// ///////////////// /spell/proc/choose_targets(mob/user = usr) //depends on subtype - see targeted.dm, aoe_turf.dm, dumbfire.dm, or code in general folder return /spell/proc/perform(mob/user = usr, skipcharge = 0) //if recharge is started is important for the trigger spells if(!holder) holder = user //just in case if(!cast_check(skipcharge, user)) return if(cast_delay && !spell_do_after(user, cast_delay)) return var/list/targets = choose_targets(user) if(targets && targets.len) invocation(user, targets) take_charge(user, skipcharge) before_cast(targets) //applies any overlays and effects user.attack_log += text("\[[time_stamp()]\] [span_red("[user.real_name] ([user.ckey]) cast the spell [name].")]") if(prob(critfailchance)) critfail(targets, user) else cast(targets, user) after_cast(targets) //generates the sparks, smoke, target messages etc. /spell/proc/cast(list/targets, mob/user) //the actual meat of the spell return /spell/proc/critfail(list/targets, mob/user) //the wizman has fucked up somehow return /spell/proc/adjust_var(mob/living/target = usr, type, amount) //handles the adjustment of the var when the spell is used. has some hardcoded types switch(type) if("bruteloss") target.adjustBruteLoss(amount) if("fireloss") target.adjustFireLoss(amount) if("toxloss") target.adjustToxLoss(amount) if("oxyloss") target.adjustOxyLoss(amount) if("stunned") target.AdjustStunned(amount) if("weakened") target.AdjustWeakened(amount) if("paralysis") target.AdjustParalysis(amount) else target.vars[type] += amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existant vars return /////////////////////////// /////CASTING WRAPPERS////// /////////////////////////// /spell/proc/before_cast(list/targets) var/valid_targets[0] for(var/atom/target in targets) // Check range again (fixes long-range EI NATH) if(!(target in view_or_range(range,usr,selection_type))) continue valid_targets += target if(overlay) var/location if(isliving(target)) location = target.loc else if(istype(target,/turf)) location = target var/obj/effect/overlay/spell = new /obj/effect/overlay(location) spell.icon = overlay_icon spell.icon_state = overlay_icon_state spell.anchored = TRUE spell.density = FALSE spawn(overlay_lifespan) qdel(spell) return valid_targets /spell/proc/after_cast(list/targets) for(var/atom/target in targets) var/location = get_turf(target) if(isliving(target) && message) to_chat(target, "[message]") if(sparks_spread) var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread() sparks.set_up(sparks_amt, 0, location) //no idea what the 0 is sparks.start() if(smoke_spread) if(smoke_spread == 1) var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread() smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is smoke.start() else if(smoke_spread == 2) var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad() smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is smoke.start() ///////////////////// ////CASTING TOOLS//// ///////////////////// /*Checkers, cost takers, message makers, etc*/ /spell/proc/cast_check(skipcharge = 0,mob/user = usr) //checks if the spell can be cast based on its settings; skipcharge is used when an additional cast_check is called inside the spell if(!(src in user.spell_list) && holder == user) error("[user] utilized the spell '[src]' without having it.") to_chat(user, span_warning("You shouldn't have this spell! Something's wrong.")) return 0 if(silenced > 0) return var/turf/user_turf = get_turf(user) if(!user_turf) to_chat(user, span_warning("You cannot cast spells in null space!")) if(spell_flags & Z2NOCAST && (user_turf.z in using_map.admin_levels)) //Certain spells are not allowed on the CentCom zlevel return 0 if(spell_flags & CONSTRUCT_CHECK) for(var/turf/T in range(holder, 1)) if(findNullRod(T)) return 0 if(isanimal(user) && holder == user) var/mob/living/simple_mob/SM = user if(SM.purge) to_chat(SM, span_warning("The nullrod's power interferes with your own!")) return 0 if(!src.check_charge(skipcharge, user)) //sees if we can cast based on charges alone return 0 if(!(spell_flags & GHOSTCAST) && holder == user) if(user.stat && !(spell_flags & STATALLOWED)) to_chat(usr, "Not when you're incapacitated.") return 0 if(ishuman(user) && !(invocation_type in list(SpI_EMOTE, SpI_NONE))) if(user.is_muzzled()) to_chat(user, "Mmmf mrrfff!") return 0 var/spell/noclothes/spell = locate() in user.spell_list if((spell_flags & NEEDSCLOTHES) && !(spell && istype(spell)) && holder == user)//clothes check if(!user.wearing_wiz_garb()) return 0 return 1 /spell/proc/check_charge(var/skipcharge, mob/user) if(!skipcharge) switch(charge_type) if(Sp_RECHARGE) if(charge_counter < charge_max) to_chat(user,still_recharging_msg) return 0 if(Sp_CHARGES) if(!charge_counter) to_chat(user, span_notice("[name] has no charges left.")) return 0 return 1 /spell/proc/take_charge(mob/user = user, var/skipcharge) if(!skipcharge) switch(charge_type) if(Sp_RECHARGE) charge_counter = 0 //doesn't start recharging until the targets selecting ends src.process() return 1 if(Sp_CHARGES) charge_counter-- //returns the charge if the targets selecting fails return 1 if(Sp_HOLDVAR) adjust_var(user, holder_var_type, holder_var_amount) return 1 return 0 return 1 /spell/proc/invocation(mob/user = usr, var/list/targets) //spelling the spell out and setting it on recharge/reducing charges amount switch(invocation_type) if(SpI_SHOUT) if(prob(50))//Auto-mute? Fuck that noise user.say(invocation) else user.say(replacetext(invocation," ","`")) if(SpI_WHISPER) if(prob(50)) user.whisper(invocation) else user.whisper(replacetext(invocation," ","`")) if(SpI_EMOTE) user.custom_emote(VISIBLE_MESSAGE, invocation) ///////////////////// ///UPGRADING PROCS/// ///////////////////// /spell/proc/can_improve(var/upgrade_type) if(level_max[Sp_TOTAL] <= ( spell_levels[Sp_SPEED] + spell_levels[Sp_POWER] )) //too many levels, can't do it return 0 if(upgrade_type && (upgrade_type in spell_levels) && (upgrade_type in level_max)) if(spell_levels[upgrade_type] >= level_max[upgrade_type]) return 0 return 1 /spell/proc/empower_spell() return /spell/proc/quicken_spell() if(!can_improve(Sp_SPEED)) return 0 spell_levels[Sp_SPEED]++ if(delay_reduc && cast_delay) cast_delay = max(0, cast_delay - delay_reduc) else if(cast_delay) cast_delay = round( max(0, initial(cast_delay) * ((level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) / level_max[Sp_SPEED] ) ) ) if(charge_type == Sp_RECHARGE) if(cooldown_reduc) charge_max = max(cooldown_min, charge_max - cooldown_reduc) else charge_max = round( max(cooldown_min, initial(charge_max) * ((level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) / level_max[Sp_SPEED] ) ) ) //the fraction of the way you are to max speed levels is the fraction you lose if(charge_max < charge_counter) charge_counter = charge_max var/temp = "" name = initial(name) switch(level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) if(3) temp = "You have improved [name] into Efficient [name]." name = "Efficient [name]" if(2) temp = "You have improved [name] into Quickened [name]." name = "Quickened [name]" if(1) temp = "You have improved [name] into Free [name]." name = "Free [name]" if(0) temp = "You have improved [name] into Instant [name]." name = "Instant [name]" return temp /spell/proc/spell_do_after(var/mob/user as mob, delay as num, var/numticks = 5) if(!user || isnull(user)) return 0 if(numticks == 0) return 1 var/delayfraction = round(delay/numticks) var/Location = user.loc var/originalstat = user.stat for(var/i = 0, i