Wizard Update Part 1

- Wands will no longer display a missing sprite if you try to fire one
while it is drained. (Only change that wasn't ported from /tg/)
- When using a staff of change on somebody, you can now turn them into a
goat or space bats, and when turning them into a cyborg, there is a
chance of that cyborg being a syndicate cyborg.
- Ports over page-based UI for the Wizard's spellbook from /tg/.
- Ports over the Wand Belt, Staff of Chaos, and Staff of Door Creation
from /tg/. The Wand Belt contains several useful wands, however all of
them have limited charges. The Staff of Chaos will cause a different
projectile spell effect each time it is cast, and can currently imitate
any of the wands. The Staff of Door creation will create wooden doors
over any solid turf they contact, doing so removes said turf.
- Mind swap will no longer remove spells from the wizard due to RNG.
- The charge spell will no longer damage the charge of weapons that
normally recharge by themselves.
- Adds Staff of Door Creation to the Summon Magic list, removes the
staff of change from the normal Summon Magic list and makes it part of
the special list
- If Summon Magic rolls to create an item on the special list, it will
create that item once, and will no longer create anything else from the
special list. (List consists of the Staff of Change, Staff of Animation,
Wand Belt, Staff of Chaos, and Contract).
This commit is contained in:
DZD
2015-01-14 21:56:39 -05:00
parent a72779258c
commit 1c3d247aca
8 changed files with 162 additions and 56 deletions
+1 -1
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@@ -42,7 +42,7 @@
break
else if(istype(item, /obj/item/weapon/gun/magic))
var/obj/item/weapon/gun/magic/I = item
if(prob(80))
if(prob(80) && !I.can_charge)
I.max_charges--
if(I.max_charges <= 0)
I.max_charges = 0
-29
View File
@@ -10,10 +10,6 @@
range = 1
cooldown_min = 200 //100 deciseconds reduction per rank
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
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
icon_power_button = "spell_mind"
@@ -53,27 +49,6 @@ Also, you never added distance checking after target is selected. I've went ahea
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/wizard/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.
@@ -105,7 +80,3 @@ Also, you never added distance checking after target is selected. I've went ahea
//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>"