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Moar spell icons
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@@ -133,6 +133,8 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
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while(charge_counter < charge_max)
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sleep(1)
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charge_counter++
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if(ishuman(usr))
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usr.update_power_buttons()
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/obj/effect/proc_holder/spell/proc/perform(list/targets, recharge = 1, mob/user = usr) //if recharge is started is important for the trigger spells
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before_cast(targets)
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@@ -15,6 +15,8 @@
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var phaseshift = 0
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var/jaunt_duration = 50 //in deciseconds
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icon_power_button = "spell_jaunt"
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/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/cast(list/targets) //magnets, so mostly hardcoded
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for(var/mob/living/target in targets)
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spawn(0)
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@@ -14,6 +14,8 @@
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selection_type = "range"
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var/list/compatible_mobs = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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icon_power_button = "spell_horse"
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/obj/effect/proc_holder/spell/targeted/horsemask/cast(list/targets, mob/user = usr)
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if(!targets.len)
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user << "<span class='notice'>No target found in range.</span>"
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@@ -18,6 +18,8 @@
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var/paralysis_amount_caster = 20 //how much the caster is paralysed for after the spell
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var/paralysis_amount_victim = 20 //how much the victim is paralysed for after the spell
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icon_power_button = "spell_mind"
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/*
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Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do.
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Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering.
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@@ -98,6 +98,8 @@
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emp_heavy = 6
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emp_light = 10
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icon_power_button = "spell_tech"
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/obj/effect/proc_holder/spell/targeted/turf_teleport/blink
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name = "Blink"
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desc = "This spell randomly teleports you a short distance."
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@@ -237,6 +239,8 @@
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summon_type = "/obj/structure/closet/statue"
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icon_power_button = "spell_stone"
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/obj/effect/proc_holder/spell/dumbfire/fireball
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name = "Fireball"
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desc = "This spell fires a fireball at a target and does not require wizard garb."
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