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
@@ -34,3 +34,28 @@ obj/item/weapon/gun/magic/staff/healing
icon_state = "staffofhealing"
item_state = "staffofhealing"
max_charges = 8 //8, 4, 4, 3
obj/item/weapon/gun/magic/staff/chaos
name = "staff of chaos"
desc = "An artefact that spits bolts of chaotic magic that can potentially do anything."
projectile_type = "/obj/item/projectile/magic"
icon_state = "staffofhealing"
item_state = "staffofhealing"
max_charges = 10
recharge_rate = 2
/obj/item/weapon/gun/magic/staff/chaos/process_chambered() //Snowflake proc, because this uses projectile_type instead of ammo_casing for whatever reason.
projectile_type = pick(typesof(/obj/item/projectile/magic))
if(in_chamber) return 1
if(!charges) return 0
in_chamber = new projectile_type(src)
return 1
obj/item/weapon/gun/magic/staff/door
name = "staff of door creation"
desc = "An artefact that spits bolts of transformative magic that can create doors in walls."
projectile_type = "/obj/item/projectile/magic/door"
icon_state = "staffofhealing"
item_state = "staffofhealing"
max_charges = 10
recharge_rate = 2
+3 -1
View File
@@ -8,6 +8,7 @@
can_charge = 0
max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
var/variable_charges = 1
var/drained = false
/obj/item/weapon/gun/magic/wand/New()
if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
@@ -35,9 +36,10 @@
..()
/obj/item/weapon/gun/magic/wand/afterattack(atom/target as mob, mob/living/user as mob)
if(!charges)
if(!charges && !drained)
user << "<span class='warning'>The [name] whizzles quietly.<span>"
icon_state = "[icon_state]-drained"
drained = true
return
if(target == user)
zap_self(user)
+15 -6
View File
@@ -151,7 +151,10 @@ proc/wabbajack(mob/living/M)
new_mob = new /mob/living/carbon/monkey(M.loc)
new_mob.universal_speak = 1
if("robot")
new_mob = new /mob/living/silicon/robot(M.loc)
if(prob(30))
new_mob = new /mob/living/silicon/robot/syndicate(M.loc)
else
new_mob = new /mob/living/silicon/robot(M.loc)
new_mob.gender = M.gender
new_mob.invisibility = 0
new_mob.job = "Cyborg"
@@ -179,12 +182,14 @@ proc/wabbajack(mob/living/M)
new_mob.universal_speak = 1*/
if("animal")
if(prob(50))
var/beast = pick("carp","bear","mushroom","statue")
var/beast = pick("carp","bear","mushroom","statue", "bat", "goat")
switch(beast)
if("carp") new_mob = new /mob/living/simple_animal/hostile/carp(M.loc)
if("bear") new_mob = new /mob/living/simple_animal/hostile/bear(M.loc)
if("mushroom") new_mob = new /mob/living/simple_animal/hostile/mushroom(M.loc)
if("statue") new_mob = new /mob/living/simple_animal/hostile/statue(M.loc)
if("bat") new_mob = new /mob/living/simple_animal/hostile/scarybat(M.loc)
if("goat") new_mob = new /mob/living/simple_animal/hostile/retaliate/goat(M.loc)
else
var/animal = pick("parrot","corgi","crab","pug","cat","tomato","mouse","chicken","cow","lizard","chick","fox")
switch(animal)
@@ -217,6 +222,9 @@ proc/wabbajack(mob/living/M)
for (var/obj/effect/proc_holder/spell/wizard/S in M.spell_list)
new_mob.spell_list += new S.type
new_mob.attack_log = M.attack_log
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>[M.real_name] ([M.ckey]) became [new_mob.real_name].</font>")
new_mob.a_intent = "harm"
if(M.mind)
M.mind.transfer_to(new_mob)
@@ -241,15 +249,16 @@ proc/wabbajack(mob/living/M)
if(istype(change, /obj/item) || istype(change, /obj/structure) && !is_type_in_list(change, protected_objects))
if(istype(change, /obj/structure/closet/statue))
for(var/mob/living/carbon/human/H in change.contents)
var/mob/living/simple_animal/hostile/statue/S = new /mob/living/simple_animal/hostile/statue(change.loc)
var/mob/living/simple_animal/hostile/statue/S = new /mob/living/simple_animal/hostile/statue(change.loc, firer)
S.name = "statue of [H.name]"
S.faction = list("\ref[firer]")
S.icon = change.icon
if(H.mind)
H.mind.transfer_to(S)
S << "You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [firer.name], your creator."
del(H)
del(change)
S << "You are an animated statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [firer.name], your creator."
H = change
H.loc = S
del(src)
else
var/obj/O = change
new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer)