/obj/item/device/soulstone name = "Soul Stone Shard" icon = 'icons/obj/wizard.dmi' icon_state = "soulstone" item_state = "electronic" desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefacts power." w_class = 1.0 slot_flags = SLOT_BELT origin_tech = "bluespace=4;materials=4" var/imprinted = "empty" //////////////////////////////Capturing//////////////////////////////////////////////////////// attack(mob/living/carbon/human/M as mob, mob/user as mob) if(!istype(M, /mob/living/carbon/human))//If target is not a human. return ..() if(istype(M, /mob/living/carbon/human/dummy)) return..() if(M.has_brain_worms()) //Borer stuff - RR user << "This being is corrupted by an alien intelligence and cannot be soul trapped." return..() M.attack_log += text("\[[time_stamp()]\] Has had their soul captured with [src.name] by [user.name] ([user.ckey])") user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to capture the soul of [M.name] ([M.ckey])") log_attack("[user.name] ([user.ckey]) used the [src.name] to capture the soul of [M.name] ([M.ckey])") transfer_soul("VICTIM", M, user) return /*attack(mob/living/simple_animal/shade/M as mob, mob/user as mob)//APPARENTLY THEY NEED THEIR OWN SPECIAL SNOWFLAKE CODE IN THE LIVING ANIMAL DEFINES if(!istype(M, /mob/living/simple_animal/shade))//If target is not a shade return ..() user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to capture the soul of [M.name] ([M.ckey])") transfer_soul("SHADE", M, user) return*/ ///////////////////Options for using captured souls/////////////////////////////////////// attack_self(mob/user) if (!in_range(src, user)) return user.set_machine(src) var/dat = "Soul Stone
" for(var/mob/living/simple_animal/shade/A in src) dat += "Captured Soul: [A.name]
" dat += {"Summon Shade"} dat += "
" dat += {" Close"} user << browse(dat, "window=aicard") onclose(user, "aicard") return Topic(href, href_list) var/mob/U = usr if (!in_range(src, U)||U.machine!=src) U << browse(null, "window=aicard") U.unset_machine() return add_fingerprint(U) U.set_machine(src) switch(href_list["choice"])//Now we switch based on choice. if ("Close") U << browse(null, "window=aicard") U.unset_machine() return if ("Summon") for(var/mob/living/simple_animal/shade/A in src) A.status_flags &= ~GODMODE A.canmove = 1 A << "You have been released from your prison, but you are still bound to [U.name]'s will. Help them suceed in their goals at all costs." A.loc = U.loc A.cancel_camera() src.icon_state = "soulstone" attack_self(U) ///////////////////////////Transferring to constructs///////////////////////////////////////////////////// /obj/structure/constructshell name = "empty shell" icon = 'icons/obj/wizard.dmi' icon_state = "construct" desc = "A wicked machine used by those skilled in magical arts. It is inactive" /obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob, params) if(istype(O, /obj/item/device/soulstone)) O.transfer_soul("CONSTRUCT",src,user) ////////////////////////////Proc for moving soul in and out off stone////////////////////////////////////// /obj/item/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob). switch(choice) if("VICTIM") var/mob/living/carbon/human/T = target var/obj/item/device/soulstone/C = src if(C.imprinted != "empty") U << "\red Capture failed!: \black The soul stone has already been imprinted with [C.imprinted]'s mind!" else if (T.stat == 0) U << "\red Capture failed!: \black Kill or maim the victim first!" else if(T.client == null) U << "\red Capture failed!: \black The soul has already fled it's mortal frame." else if(C.contents.len) U << "\red Capture failed!: \black The soul stone is full! Use or free an existing soul to make room." else for(var/obj/item/W in T) T.unEquip(W) new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton T.invisibility = 101 var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc ) animation.icon_state = "blank" animation.icon = 'icons/mob/mob.dmi' animation.master = T flick("dust-h", animation) qdel(animation) var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc ) S.loc = C //put shade in stone S.status_flags |= GODMODE //So they won't die inside the stone somehow S.canmove = 0//Can't move out of the soul stone S.faction |= "\ref[U]" S.name = "Shade of [T.real_name]" S.real_name = "Shade of [T.real_name]" if (T.client) T.client.mob = S S.cancel_camera() C.icon_state = "soulstone2" C.name = "Soul Stone: [S.real_name]" S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs." U << "\blue Capture successful!: \black [T.real_name]'s soul has been ripped from their body and stored within the soul stone." U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls." C.imprinted = "[S.name]" qdel(T) if("SHADE") var/mob/living/simple_animal/shade/T = target var/obj/item/device/soulstone/C = src if (T.stat == DEAD) U << "\red Capture failed!: \black The shade has already been banished!" else if(C.contents.len) U << "\red Capture failed!: \black The soul stone is full! Use or free an existing soul to make room." else if(T.name != C.imprinted) U << "\red Capture failed!: \black The soul stone has already been imprinted with [C.imprinted]'s mind!" else T.loc = C //put shade in stone T.status_flags |= GODMODE T.canmove = 0 T.health = T.maxHealth T.faction |= "\ref[U]" C.icon_state = "soulstone2" T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form" U << "\blue Capture successful!: \black [T.name]'s has been recaptured and stored within the soul stone." if("CONSTRUCT") var/obj/structure/constructshell/T = target var/obj/item/device/soulstone/C = src var/mob/living/simple_animal/shade/A = locate() in C if(A) var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer") switch(construct_class) if("Juggernaut") var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc)) Z.key = A.key Z.faction |= "\ref[U]" if(iscultist(U)) if(ticker.mode.name == "cult") ticker.mode:add_cultist(Z.mind) else ticker.mode.cult+=Z.mind ticker.mode.update_cult_icons_added(Z.mind) qdel(T) Z << "You are a Juggernaut. Though slow, your shell can withstand extreme punishment, create shield walls and even deflect energy weapons, and rip apart enemies and walls alike." Z << "You are still bound to serve your creator, follow their orders and help them complete their goals at all costs." Z.cancel_camera() qdel(C) if("Wraith") var/mob/living/simple_animal/construct/wraith/Z = new /mob/living/simple_animal/construct/wraith (get_turf(T.loc)) Z.key = A.key Z.faction |= "\ref[U]" if(iscultist(U)) if(ticker.mode.name == "cult") ticker.mode:add_cultist(Z.mind) else ticker.mode.cult+=Z.mind ticker.mode.update_cult_icons_added(Z.mind) qdel(T) Z << "You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls." Z << "You are still bound to serve your creator, follow their orders and help them complete their goals at all costs." Z.cancel_camera() qdel(C) if("Artificer") var/mob/living/simple_animal/construct/builder/Z = new /mob/living/simple_animal/construct/builder (get_turf(T.loc)) Z.key = A.key Z.faction |= "\ref[U]" if(iscultist(U)) if(ticker.mode.name == "cult") ticker.mode:add_cultist(Z.mind) else ticker.mode.cult+=Z.mind ticker.mode.update_cult_icons_added(Z.mind) qdel(T) Z << "You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, use magic missile, repair allied constructs (by clicking on them), and most important of all create new constructs (Use your Artificer spell to summon a new construct shell and Summon Soulstone to create a new soulstone)." Z << "You are still bound to serve your creator, follow their orders and help them complete their goals at all costs." Z.cancel_camera() qdel(C) else U << "\red Creation failed!: \black The soul stone is empty! Go kill someone!" return /proc/makeNewConstruct(var/mob/living/simple_animal/construct/ctype, var/mob/target, var/mob/stoner = null, cultoverride = 0) var/mob/living/simple_animal/construct/newstruct = new ctype(get_turf(target)) newstruct.faction |= "\ref[stoner]" newstruct.key = target.key if(stoner && iscultist(stoner) || cultoverride) if(ticker.mode.name == "cult") ticker.mode:add_cultist(newstruct.mind) else ticker.mode.cult+=newstruct.mind ticker.mode.update_cult_icons_added(newstruct.mind) if(stoner && iswizard(stoner)) newstruct << "You are still bound to serve your creator, follow their orders and help them complete their goals at all costs." else if(stoner && iscultist(stoner)) newstruct << "You are still bound to serve the cult, follow their orders and help them complete their goals at all costs." else newstruct << "You are still bound to serve your creator, follow their orders and help them complete their goals at all costs." newstruct.cancel_camera()