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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Gave EN a prototype magnetic spell
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@@ -0,0 +1,122 @@
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/obj/effect/proc_holder/spell/wizard/targeted/magnet
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name = "Magnetic Pull"
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desc = "Pulls metalic objects from enemies hands with the power of MAGNETS."
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charge_type = "recharge"
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charge_max = 300
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clothes_req = 0
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invocation = "UN'LTD P'WAH!"
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invocation_type = "none"
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range = 7
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cooldown_min = 30
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selection_type = "view"
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random_target = 1
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var/energy = 0
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var/ready = 0
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var/image/halo = null
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icon_power_button = "spell_tech"
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/obj/effect/proc_holder/spell/wizard/targeted/magnet/Click()
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if(!ready)
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if(cast_check())
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StartChargeup()
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else
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if(cast_check(skipcharge=1))
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choose_targets()
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return 1
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/obj/effect/proc_holder/spell/wizard/targeted/magnet/proc/StartChargeup(mob/user = usr)
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ready = 1
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user << "<span class='notice'>You start gathering the power.</span>"
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halo = image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = EFFECTS_LAYER)
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user.overlays.Add(halo)
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spawn(0)
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while(ready)
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sleep(1)
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energy++
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if(energy >= 100 && ready)
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Discharge()
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obj/effect/proc_holder/spell/wizard/targeted/magnet/proc/Reset(mob/user = usr)
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ready = 0
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energy = 0
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if(halo)
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user.overlays.Remove(halo)
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/obj/effect/proc_holder/spell/wizard/targeted/magnet/revert_cast(mob/user = usr)
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user << "<span class='notice'>No target found in range.</span>"
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Reset(user)
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..()
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/obj/effect/proc_holder/spell/wizard/targeted/magnet/proc/Discharge(mob/user = usr)
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var/mob/living/M = user
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//M.electrocute_act(25,"magnet Bolt")
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M << "<span class='danger'>You lose control over the power.</span>"
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Reset(user)
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start_recharge()
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/obj/effect/proc_holder/spell/wizard/targeted/magnet/cast(list/targets, mob/user = usr)
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var/mob/living/carbon/target = targets[1]
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if(get_dist(user,target)>range)
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user << "<span class='notice'>They are too far away!</span>"
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Reset(user)
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return
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user.Beam(target,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
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switch(energy)
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if(0 to 25)
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if(prob(50))
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for(var/obj/item/I in target.l_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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else
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for(var/obj/item/I in target.r_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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playsound(get_turf(target), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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if(25 to 75)
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for(var/obj/item/I in target.l_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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for(var/obj/item/I in target.r_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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playsound(get_turf(target), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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if(75 to 100)
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//CHAIN magnet
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Bolt(user,target,energy,user)
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Reset(user)
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/obj/effect/proc_holder/spell/wizard/targeted/magnet/proc/Bolt(mob/origin,mob/target,bolt_energy,mob/user = usr)
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origin.Beam(target,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
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var/mob/living/carbon/current = target
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if(bolt_energy < 75)
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for(var/obj/item/I in target.l_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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for(var/obj/item/I in target.r_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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playsound(get_turf(current), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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else
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for(var/obj/item/I in target.l_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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for(var/obj/item/I in target.r_hand)
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if(I.flags & CONDUCT)
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I.throw_at(user, I.throw_range, 4, target)
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playsound(get_turf(current), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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var/list/possible_targets = new
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for(var/mob/living/M in view_or_range(range,target,"view"))
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if(user == M || target == M && los_check(current,M)) // || origin == M ? Not sure double shockings is good or not
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continue
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possible_targets += M
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if(!possible_targets.len)
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return
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var/mob/living/next = pick(possible_targets)
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if(next)
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Bolt(current,next,bolt_energy-6,user) // 5 max bounces
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@@ -168,8 +168,14 @@
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/obj/item/clothing/suit/corgisuit/en/process()
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if(prob(2))
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for(var/obj/M in orange(2,src))
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if(!M.anchored && (M.flags & CONDUCT))
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step_towards(M,src)
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for(var/mob/living/silicon/S in orange(2,src))
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if(istype(S, /mob/living/silicon/ai)) continue
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step_towards(S,src)
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for(var/mob/living/carbon/human/machine/M in orange(2,src))
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step_towards(M,src)
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/obj/item/clothing/suit/monkeysuit
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name = "Monkey Suit"
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@@ -168,6 +168,7 @@
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#include "code\datums\spells\inflict_handler.dm"
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#include "code\datums\spells\knock.dm"
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#include "code\datums\spells\lightning.dm"
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#include "code\datums\spells\magnet.dm"
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#include "code\datums\spells\mind_transfer.dm"
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#include "code\datums\spells\projectile.dm"
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#include "code\datums\spells\summonitem.dm"
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