//the old style proc spells. not sure why these were removed in favour of obj style spells, in all honesty. //BLIND /client/proc/blind() set category = "Spells" set name = "Blind" set desc = "This spell temporarly blinds a single person and does not require wizard garb." var/mob/M = input(usr, "Who do you wish to blind?") as mob in oview() if(M) if(usr.stat) src << "Not when you are incapacitated." return // if(!usr.casting()) return usr.verbs -= /client/proc/blind spawn(300) usr.verbs += /client/proc/blind usr.whisper("STI KALY") var/obj/effect/overlay/B = new /obj/effect/overlay( M.loc ) B.icon_state = "blspell" B.icon = 'icons/obj/wizard.dmi' B.name = "spell" B.anchored = 1 B.density = 0 B.layer = 4 M.canmove = 0 spawn(5) del(B) M.canmove = 1 M << text("\blue Your eyes cry out in pain!") M.disabilities |= NEARSIGHTED spawn(300) M.disabilities &= ~NEARSIGHTED M.eye_blind = 10 M.eye_blurry = 20 return //MAGIC MISSILE /client/proc/magicmissile() set category = "Spells" set name = "Magic missile" set desc = "This spell fires several, slow moving, magic projectiles at nearby targets." if(usr.stat) src << "Not when you are incapacitated." return if(!usr.casting()) return usr.say("FORTI GY AMA") for (var/mob/living/M as mob in oview()) spawn(0) var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc ) A.icon_state = "magicm" A.icon = 'icons/obj/wizard.dmi' A.name = "a magic missile" A.anchored = 0 A.density = 0 A.layer = 4 var/i for(i=0, i<20, i++) if (!istype(M)) //it happens sometimes --rastaf0 break var/obj/effect/overlay/B = new /obj/effect/overlay( A.loc ) B.icon_state = "magicmd" B.icon = 'icons/obj/wizard.dmi' B.name = "trail" B.anchored = 1 B.density = 0 B.layer = 3 spawn(5) del(B) step_to(A,M,0) if (get_dist(A,M) == 0) M.Weaken(5) M.take_overall_damage(0,10) del(A) return sleep(5) del(A) usr.verbs -= /client/proc/magicmissile spawn(100) usr.verbs += /client/proc/magicmissile //SMOKE /client/proc/smokecloud() set category = "Spells" set name = "Smoke" set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb." if(usr.stat) src << "Not when you are incapacitated." return // if(!usr.casting()) return usr.verbs -= /client/proc/smokecloud spawn(120) usr.verbs += /client/proc/smokecloud var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread() smoke.set_up(10, 0, usr.loc) smoke.start() //SLEEP SMOKE ///client/proc/smokecloud() // // set category = "Spells" // set name = "Sleep Smoke" // set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb. But, without the robes, you have no protection against the magic." // if(usr.stat) // src << "Not when you are incapacitated." // return // if(!usr.casting()) return // usr.verbs -= /client/proc/smokecloud // spawn(120) // usr.verbs += /client/proc/smokecloud // var/datum/effect/system/sleep_smoke_spread/smoke = new /datum/effect/system/sleep_smoke_spread() // smoke.set_up(10, 0, usr.loc) // smoke.start() //FORCE WALL /obj/effect/forcefield desc = "A space wizard's magic wall." name = "FORCEWALL" icon = 'icons/effects/effects.dmi' icon_state = "m_shield" anchored = 1.0 opacity = 0 density = 1 unacidable = 1 bullet_act(var/obj/item/projectile/Proj, var/def_zone) var/turf/T = get_turf(src.loc) if(T) for(var/mob/M in T) Proj.on_hit(M,M.bullet_act(Proj, def_zone)) return /client/proc/forcewall() set category = "Spells" set name = "Forcewall" set desc = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb." if(usr.stat) src << "Not when you are incapacitated." return // if(!usr.casting()) return usr.verbs -= /client/proc/forcewall spawn(100) usr.verbs += /client/proc/forcewall var/forcefield usr.whisper("TARCOL MINTI ZHERI") forcefield = new /obj/effect/forcefield(locate(usr.x,usr.y,usr.z)) spawn (300) del (forcefield) return //FIREBALLAN /client/proc/fireball() set category = "Spells" set name = "Fireball" set desc = "This spell fires a fireball at a target and does not require wizard garb." if(usr.stat) src << "Not when you are incapacitated." return // if(!usr.casting()) return usr.verbs -= /client/proc/fireball spawn(100) usr.verbs += /client/proc/fireball usr.say("ONI SOMA") var/mob/living/user = src if(!istype(user)) return var/i var/turf/T var/range = 15 var/x = user.loc.x var/y = user.loc.y var/z = user.loc.z switch(user.dir) if(NORTH) T = get_turf(locate(x, y + range, z)) if(EAST) T = get_turf(locate(x + range, y, z)) if(SOUTH) T = get_turf(locate(x, y - range, z)) if(WEST) T = get_turf(locate(x - range, y, z)) else return var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc ) A.icon_state = "fireball" A.icon = 'icons/obj/wizard.dmi' A.name = "a fireball" A.anchored = 0 A.density = 0 A.luminosity = 3 step_to(A, T, 0) for(i=0, i<100, i++) var/hit = 0 var/moving = step_to(A,T,0) for(var/mob/living/target in range(1, A)) hit = 1 target.take_overall_damage(20,25) if(hit) explosion(A.loc, -1, -1, 2, 2) del(A) return if(!moving) explosion(A.loc, -1, -1, 2, 2) del(A) return sleep(2) if(A) explosion(A.loc, -1, -1, 2, 2) del(A) return //KNOCK /client/proc/knock() set category = "Spells" set name = "Knock" set desc = "This spell opens nearby doors and does not require wizard garb." if(usr.stat) src << "Not when you are incapacitated." return // if(!usr.casting()) return usr.verbs -= /client/proc/knock spawn(100) usr.verbs += /client/proc/knock usr.whisper("AULIE OXIN FIERA") for(var/obj/machinery/door/G in oview(3)) spawn(1) G.open() return //KILL /mob/proc/kill(mob/living/M as mob in oview(1)) set category = "Spells" set name = "Disintegrate" set desc = "This spell instantly kills somebody adjacent to you with the vilest of magick." if(usr.stat) src << "Not when you are incapacitated." return if(!usr.casting()) return usr.verbs -= /mob/proc/kill spawn(600) usr.verbs += /mob/proc/kill usr.say("EI NATH") var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(4, 1, M) s.start() M.dust() //DISABLE TECH /mob/proc/tech() set category = "Spells" set name = "Disable Technology" set desc = "This spell disables all weapons, cameras and most other technology in range." if(usr.stat) src << "Not when you are incapacitated." return if(!usr.casting()) return usr.verbs -= /mob/proc/tech spawn(400) usr.verbs += /mob/proc/tech usr.say("NEC CANTIO") empulse(src, 6, 10) return //BLINK /client/proc/blink() set category = "Spells" set name = "Blink" set desc = "This spell randomly teleports you a short distance." if(usr.stat) src << "Not when you are incapacitated." return if(!usr.casting()) return var/list/turfs = new/list() for(var/turf/T in orange(6)) if(istype(T,/turf/space)) continue if(T.density) continue if(T.x>world.maxx-4 || T.x<4) continue //putting them at the edge is dumb if(T.y>world.maxy-4 || T.y<4) continue turfs += T if(!turfs.len) turfs += pick(/turf in orange(6)) var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread() smoke.set_up(10, 0, usr.loc) smoke.start() var/turf/picked = pick(turfs) if(!isturf(picked)) return usr.loc = picked usr.verbs -= /client/proc/blink spawn(40) usr.verbs += /client/proc/blink //TELEPORT /mob/proc/teleport() set category = "Spells" set name = "Teleport" set desc = "This spell teleports you to a type of area of your selection." if(usr.stat) src << "Not when you are incapacitated." return if(!usr.casting()) return var/A usr.verbs -= /mob/proc/teleport /* var/list/theareas = new/list() for(var/area/AR in world) if(istype(AR, /area/shuttle) || istype(AR, /area/syndicate_station)) continue if(theareas.Find(AR.name)) continue var/turf/picked = pick(get_area_turfs(AR.type)) if (picked.z == src.z) theareas += AR.name theareas[AR.name] = AR */ A = input("Area to jump to", "BOOYEA", A) in teleportlocs spawn(600) usr.verbs += /mob/proc/teleport var/area/thearea = teleportlocs[A] usr.say("SCYAR NILA [uppertext(A)]") var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread() smoke.set_up(5, 0, usr.loc) smoke.attach(usr) smoke.start() var/list/L = list() for(var/turf/T in get_area_turfs(thearea.type)) if(!T.density) var/clear = 1 for(var/obj/O in T) if(O.density) clear = 0 break if(clear) L+=T if(!L.len) usr <<"The spell matrix was unable to locate a suitable teleport destination for an unknown reason. Sorry." return var/attempt = 0 var/success = 0 while(!success) success = Move(pick(L)) if(attempt > 20) break //Failsafe if(!success) usr.loc = pick(L) smoke.start() //JAUNT /client/proc/jaunt() set category = "Spells" set name = "Ethereal Jaunt" set desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls." if(usr.stat) src << "Not when you are incapacitated." return if(!usr.casting()) return usr.verbs -= /client/proc/jaunt spawn(300) usr.verbs += /client/proc/jaunt spell_jaunt(usr) /proc/spell_jaunt(var/mob/H, time = 50) if(H.stat) return spawn(0) var/mobloc = get_turf(H.loc) var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc ) var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc ) animation.name = "water" animation.density = 0 animation.anchored = 1 animation.icon = 'icons/mob/mob.dmi' animation.icon_state = "liquify" animation.layer = 5 animation.master = holder flick("liquify",animation) H.loc = holder H.client.eye = holder var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread() steam.set_up(10, 0, mobloc) steam.start() sleep(time) mobloc = get_turf(H.loc) animation.loc = mobloc steam.location = mobloc steam.start() H.canmove = 0 sleep(20) flick("reappear",animation) sleep(5) if(!H.Move(mobloc)) for(var/direction in list(1,2,4,8,5,6,9,10)) var/turf/T = get_step(mobloc, direction) if(T) if(H.Move(T)) break H.canmove = 1 H.client.eye = H del(animation) del(holder) /* /obj/effect/dummy/spell_jaunt name = "water" icon = 'icons/effects/effects.dmi' icon_state = "nothing" var/canmove = 1 density = 0 anchored = 1 /obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction) if (!src.canmove) return switch(direction) if(NORTH) src.y++ if(SOUTH) src.y-- if(EAST) src.x++ if(WEST) src.x-- if(NORTHEAST) src.y++ src.x++ if(NORTHWEST) src.y++ src.x-- if(SOUTHEAST) src.y-- src.x++ if(SOUTHWEST) src.y-- src.x-- src.canmove = 0 spawn(2) src.canmove = 1 /obj/effect/dummy/spell_jaunt/ex_act(blah) return /obj/effect/dummy/spell_jaunt/bullet_act(blah,blah) return */ //MUTATE /client/proc/mutate() set category = "Spells" set name = "Mutate" set desc = "This spell causes you to turn into a hulk and gain laser vision for a short while." if(usr.stat) src << "Not when you are incapacitated." return if(!usr.casting()) return usr.verbs -= /client/proc/mutate spawn(400) usr.verbs += /client/proc/mutate usr.say("BIRUZ BENNAR") usr << text("\blue You feel strong! You feel pressure building behind your eyes!") if (!(HULK in usr.mutations)) usr.mutations.Add(HULK) if (!(LASER in usr.mutations)) usr.mutations.Add(LASER) spawn (300) if (LASER in usr.mutations) usr.mutations.Remove(LASER) if (HULK in usr.mutations) usr.mutations.Remove(HULK) return //BODY SWAP /N /mob/proc/swap(mob/living/M as mob in oview()) set category = "Spells" set name = "Mind Transfer" set desc = "This spell allows the user to switch bodies with a target." if(usr.stat) src << "Not when you are incapacitated." return if(M.client && M.mind) if(M.mind.special_role != "Wizard" || "Fake Wizard" || "Changeling" || "Cultist" || "Space Ninja")//Wizards, changelings, ninjas, and cultists are protected. if( (istype(M, /mob/living/carbon/human)) || (istype(M, /mob/living/carbon/monkey)) && M.stat != 2) var/mob/living/carbon/human/H = M //so it does not freak out when looking at the variables. var/mob/living/carbon/human/U = src U.whisper("GIN'YU CAPAN") U.verbs -= /mob/proc/swap //Remove special verbs from both mobs if(U.mind.special_verbs.len) for(var/V in U.mind.special_verbs) U.verbs -= V if(H.mind.special_verbs.len) for(var/V in H.mind.special_verbs) H.verbs -= V //empty out H var/mob/dead/observer/G = H.ghostize(0) //Transfers H to a temporary mob //Start the Transfer U.mind.transfer_to(H) G.mind.transfer_to(U) U.key = G.key //has to be called explicitly since ghostize() set the datum/mind/var/active = 0 //Re-add those special verbs and stuff if(H.mind.special_verbs.len) var/spell_loss = 1//Can lose only one spell during transfer. var/probability = 95 //To determine the chance of wizard losing their spell. for(var/V in H.mind.special_verbs) if(spell_loss == 0) H.verbs += V else if(prob(probability)) H.verbs += V probability -= 7//Chance of of keeping spells goes down each time a spell is added. Less spells means less chance of losing them. else spell_loss = 0 H.mind.special_verbs -= V spawn(500) H << "The mind transfer has robbed you of a spell." if(U.mind.special_verbs.len)//Basic fix to swap verbs for any mob if needed. for(var/V in U.mind.special_verbs) U.verbs += V spawn(500) U << "Something about your body doesn't seem quite right..." U.Paralyse(20) H.Paralyse(20) spawn(600) H.verbs += /mob/proc/swap else src << "Their mind is not compatible." return else src << "Their mind is resisting your spell." return else src << "They appear to be brain-dead." return