/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 = "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/atom/movable/screen/connected_button /////////////////////// ///SETUP AND PROCESS/// /////////////////////// /spell/New() ..() //still_recharging_msg = "[name] is still recharging." charge_counter = charge_max /spell/Destroy() QDEL_NULL(connected_button) return ..() /spell/process(delta_time) 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 += "\[[time_stamp()]\] [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.adjust_stunned(20 * amount) if("weakened") target.adjust_paralyzed(20 * amount) if("paralysis") target.adjust_unconscious(20 * 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(istype(target,/mob/living)) 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 = 1 spell.density = 0 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(istype(target,/mob/living) && message) to_chat(target, "[message]") if(sparks_spread) var/datum/effect_system/spark_spread/sparks = new /datum/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_system/smoke_spread/smoke = new /datum/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_system/smoke_spread/bad/smoke = new /datum/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) log_world("[user] utilized the spell '[src]' without having it.") to_chat(user, "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, "You cannot cast spells in null space!") if(spell_flags & Z2NOCAST && (user_turf.z in (LEGACY_MAP_DATUM).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(istype(user, /mob/living/simple_mob) && holder == user) var/mob/living/simple_mob/SM = user if(SM.purge) to_chat(SM, "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, "[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.emote("me", 1, invocation) //the 1 means it's for everyone in view, the me makes it an emote, and the invocation is written accordingly. ///////////////////// ///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