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CHOMPStation2/code/datums/spells/mind_transfer.dm
giacomand@gmail.com 4595e70d27 Fixed Issue 897
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4654 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 07:04:22 +00:00

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/obj/effect/proc_holder/spell/targeted/mind_transfer
name = "Mind Transfer"
desc = "This spell allows the user to switch bodies with a target."
school = "transmutation"
charge_max = 600
clothes_req = 0
invocation = "GIN'YU CAPAN"
invocation_type = "whisper"
range = 1
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
var/list/compatible_mobs = list(/mob/living/carbon/human,/mob/living/carbon/monkey) //which types of mobs are affected by the spell. NOTE: change at your own risk
var/base_spell_loss_chance = 20 //base probability of the wizard losing a spell in the process
var/spell_loss_chance_modifier = 7 //amount of probability of losing a spell added per spell (mind_transfer included)
var/spell_loss_amount = 1 //the maximum amount of spells possible to lose during a single transfer
var/msg_wait = 500 //how long in deciseconds it waits before telling that body doesn't feel right or mind swap robbed of a spell
var/paralysis_amount_caster = 20 //how much the caster is paralysed for after the spell
var/paralysis_amount_victim = 20 //how much the victim is paralysed for after the spell
/*
Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do.
Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering.
Also, you never added distance checking after target is selected. I've went ahead and did that.
*/
/obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets,mob/user = usr)
if(!targets.len)
user << "No mind found."
return
if(targets.len > 1)
user << "Too many minds! You're not a hive damnit!"//Whaa...aat?
return
var/mob/living/target = targets[1]
if(!(target in oview(range)))//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it.
user << "They are too far away!"
return
if(!(target.type in compatible_mobs))
user << "Their mind isn't compatible with yours."
return
if(target.stat == DEAD)
user << "You didn't study necromancy back at the Space Wizard Federation academy."
return
if(!target.key || !target.mind)
user << "They appear to be catatonic. Not even magic can affect their vacant mind."
return
if(target.mind.special_role in protected_roles)
user << "Their mind is resisting your spell."
return
var/mob/living/victim = target//The target of the spell whos body will be transferred to.
var/mob/caster = user//The wizard/whomever doing the body transferring.
//SPELL LOSS BEGIN
//NOTE: The caster must ALWAYS keep mind transfer, even when other spells are lost.
var/obj/effect/proc_holder/spell/targeted/mind_transfer/m_transfer = locate() in user.spell_list//Find mind transfer directly.
var/list/checked_spells = user.spell_list
checked_spells -= m_transfer //Remove Mind Transfer from the list.
if(caster.spell_list.len)//If they have any spells left over after mind transfer is taken out. If they don't, we don't need this.
for(var/i=spell_loss_amount,(i>0&&checked_spells.len),i--)//While spell loss amount is greater than zero and checked_spells has spells in it, run this proc.
for(var/j=checked_spells.len,(j>0&&checked_spells.len),j--)//While the spell list to check is greater than zero and has spells in it, run this proc.
if(prob(base_spell_loss_chance))
checked_spells -= pick(checked_spells)//Pick a random spell to remove.
spawn(msg_wait)
victim << "The mind transfer has robbed you of a spell."
break//Spell lost. Break loop, going back to the previous for() statement.
else//Or keep checking, adding spell chance modifier to increase chance of losing a spell.
base_spell_loss_chance += spell_loss_chance_modifier
checked_spells += m_transfer//Add back Mind Transfer.
user.spell_list = checked_spells//Set user spell list to whatever the new list is.
//SPELL LOSS END
//MIND TRANSFER BEGIN
if(caster.mind.special_verbs.len)//If the caster had any special verbs, remove them from the mob verb list.
for(var/V in caster.mind.special_verbs)//Since the caster is using an object spell system, this is mostly moot.
caster.verbs -= V//But a safety nontheless.
if(victim.mind.special_verbs.len)//Now remove all of the victim's verbs.
for(var/V in victim.mind.special_verbs)
victim.verbs -= V
var/mob/dead/observer/ghost = victim.ghostize(0)
ghost.spell_list = victim.spell_list//If they have spells, transfer them. Now we basically have a backup mob.
caster.mind.transfer_to(victim)
victim.spell_list = caster.spell_list//Now they are inside the victim's body.
if(victim.mind.special_verbs.len)//To add all the special verbs for the original caster.
for(var/V in caster.mind.special_verbs)//Not too important but could come into play.
caster.verbs += V
ghost.mind.transfer_to(caster)
caster.key = ghost.key //have to transfer the key since the mind was not active
caster.spell_list = ghost.spell_list
if(caster.mind.special_verbs.len)//If they had any special verbs, we add them here.
for(var/V in caster.mind.special_verbs)
caster.verbs += V
//MIND TRANSFER END
//Here we paralyze both mobs and knock them out for a time.
caster.Paralyse(paralysis_amount_caster)
victim.Paralyse(paralysis_amount_victim)
//After a certain amount of time the victim gets a message about being in a different body.
spawn(msg_wait)
caster << "\red You feel woozy and lightheaded. <b>Your body doesn't seem like your own.</b>"