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CHOMPStation2/code/unused/spells.dm
2013-11-05 02:57:23 +04:00

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//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