/obj/item/projectile/magic name = "bolt of nothing" icon_state = "energy" damage = 0 damage_type = OXY nodamage = 1 armour_penetration = 100 flag = "magic" /obj/item/projectile/magic/death name = "bolt of death" icon_state = "pulse1_bl" /obj/item/projectile/magic/fireball name = "bolt of fireball" icon_state = "fireball" damage = 10 damage_type = BRUTE nodamage = 0 //explosion values var/exp_heavy = 0 var/exp_light = 2 var/exp_flash = 3 var/exp_fire = 2 /obj/item/projectile/magic/death/on_hit(var/mob/living/carbon/G) . = ..() if(isliving(G)) G.adjustFireLoss(3000) visible_message("[G] topples backwards as the death bolt impacts them!") /obj/item/projectile/magic/fireball/Range() var/turf/T1 = get_step(src,turn(dir, -45)) var/turf/T2 = get_step(src,turn(dir, 45)) var/turf/T3 = get_step(src,dir) var/mob/living/L = locate(/mob/living) in T1 //if there's a mob alive in our front right diagonal, we hit it. if(L && L.stat != DEAD) Bump(L) //Magic Bullet #teachthecontroversy return L = locate(/mob/living) in T2 if(L && L.stat != DEAD) Bump(L) return L = locate(/mob/living) in T3 if(L && L.stat != DEAD) Bump(L) return ..() /obj/item/projectile/magic/fireball/on_hit(var/target) . = ..() var/turf/T = get_turf(target) explosion(T, -1, 0, 2, 3, 0, flame_range = 2) if(ismob(target)) //multiple flavors of pain var/mob/living/M = target M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately /obj/item/projectile/magic/fireball/infernal name = "infernal fireball" exp_heavy = -1 exp_light = -1 exp_flash = 4 exp_fire= 5 /obj/item/projectile/magic/resurrection name = "bolt of resurrection" icon_state = "ion" /obj/item/projectile/magic/resurrection/on_hit(var/mob/living/carbon/target) . = ..() if(ismob(target)) var/old_stat = target.stat target.suiciding = 0 target.revive() if(!target.ckey) for(var/mob/dead/observer/ghost in player_list) if(target.real_name == ghost.real_name) ghost.reenter_corpse() break if(old_stat != DEAD) to_chat(target, "You feel great!") else to_chat(target, "You rise with a start, you're alive!!!") /obj/item/projectile/magic/teleport name = "bolt of teleportation" icon_state = "bluespace" var/inner_tele_radius = 0 var/outer_tele_radius = 6 /obj/item/projectile/magic/teleport/on_hit(var/mob/target) . = ..() var/teleammount = 0 var/teleloc = target if(!isturf(target)) teleloc = target.loc for(var/atom/movable/stuff in teleloc) if(!stuff.anchored && stuff.loc) teleammount++ do_teleport(stuff, stuff, 10) var/datum/effect/system/harmless_smoke_spread/smoke = new /datum/effect/system/harmless_smoke_spread() smoke.set_up(max(round(10 - teleammount),1), 0, stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity smoke.start() /obj/item/projectile/magic/door name = "bolt of door creation" icon_state = "energy" var/list/door_types = list(/obj/structure/mineral_door/wood,/obj/structure/mineral_door/iron,/obj/structure/mineral_door/silver,\ /obj/structure/mineral_door/gold,/obj/structure/mineral_door/uranium,/obj/structure/mineral_door/sandstone,/obj/structure/mineral_door/transparent/plasma,\ /obj/structure/mineral_door/transparent/diamond) /obj/item/projectile/magic/door/on_hit(var/atom/target) . = ..() var/atom/T = target.loc if(isturf(target) && target.density) CreateDoor(target) else if(isturf(T) && T.density) CreateDoor(T) else if(istype(target, /obj/machinery/door)) OpenDoor(target) /obj/item/projectile/magic/door/proc/CreateDoor(turf/T) var/door_type = pick(door_types) var/obj/structure/mineral_door/D = new door_type(T) T.ChangeTurf(/turf/simulated/floor/plasteel) D.Open() /obj/item/projectile/magic/door/proc/OpenDoor(var/obj/machinery/door/D) if(istype(D,/obj/machinery/door/airlock)) var/obj/machinery/door/airlock/A = D A.locked = 0 D.open() /obj/item/projectile/magic/change name = "bolt of change" icon_state = "ice_1" damage_type = BURN /obj/item/projectile/magic/change/on_hit(var/atom/change) . = ..() wabbajack(change) proc/wabbajack(mob/living/M) if(istype(M)) if(istype(M, /mob/living) && M.stat != DEAD) if(M.notransform) return M.notransform = 1 M.canmove = 0 M.icon = null M.overlays.Cut() M.invisibility = 101 if(istype(M, /mob/living/silicon/robot)) var/mob/living/silicon/robot/Robot = M if(Robot.mmi) qdel(Robot.mmi) Robot.notify_ai(1) else if(ishuman(M)) var/mob/living/carbon/human/H = M // Make sure there are no organs or limbs to drop for(var/t in H.bodyparts) qdel(t) for(var/i in H.internal_organs) qdel(i) for(var/obj/item/W in M) M.unEquip(W, 1) qdel(W) var/mob/living/new_mob var/randomize = pick("robot","slime","xeno","human","animal") switch(randomize) if("robot") 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" var/mob/living/silicon/robot/Robot = new_mob Robot.mmi = new /obj/item/device/mmi(new_mob) if(ishuman(M)) Robot.mmi.transfer_identity(M) //Does not transfer key/client. if("slime") new_mob = new /mob/living/carbon/slime(M.loc) new_mob.universal_speak = 1 if("xeno") if(prob(50)) new_mob = new /mob/living/carbon/alien/humanoid/hunter(M.loc) else new_mob = new /mob/living/carbon/alien/humanoid/sentinel(M.loc) new_mob.universal_speak = 1 if("animal") if(prob(50)) var/beast = pick("carp","bear","mushroom","statue", "bat", "goat", "tomato") 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) if("tomato") new_mob = new /mob/living/simple_animal/hostile/killertomato(M.loc) else var/animal = pick("parrot","corgi","crab","pug","cat","mouse","chicken","cow","lizard","chick","fox") switch(animal) if("parrot") new_mob = new /mob/living/simple_animal/parrot(M.loc) if("corgi") new_mob = new /mob/living/simple_animal/pet/corgi(M.loc) if("crab") new_mob = new /mob/living/simple_animal/crab(M.loc) if("cat") new_mob = new /mob/living/simple_animal/pet/cat(M.loc) if("mouse") new_mob = new /mob/living/simple_animal/mouse(M.loc) if("chicken") new_mob = new /mob/living/simple_animal/chicken(M.loc) if("cow") new_mob = new /mob/living/simple_animal/cow(M.loc) if("lizard") new_mob = new /mob/living/simple_animal/lizard(M.loc) if("fox") new_mob = new /mob/living/simple_animal/pet/fox(M.loc) else new_mob = new /mob/living/simple_animal/chick(M.loc) new_mob.universal_speak = 1 if("human") new_mob = new /mob/living/carbon/human/human(M.loc) // Include standard, whitelisted, and monkey species... var/list/new_species = list("Human","Tajaran","Skrell","Unathi","Diona","Vulpkanin") new_species |= whitelisted_species for(var/SN in all_species) var/datum/species/S = all_species[SN] if(S.greater_form) // Monkeys new_species |= SN new_species -= "Vox Armalis" // ... but not Armalis. They're not really designed to be playable new_species |= "Golem" // Also, golems, sure, why not var/picked_species = pick(new_species) var/mob/living/carbon/human/H = new_mob H.set_species(picked_species) randomize = picked_species var/datum/preferences/A = new() //Randomize appearance for the human A.copy_to(new_mob) else return M.create_attack_log("[M.real_name] ([M.ckey]) became [new_mob.real_name].") new_mob.attack_log = M.attack_log new_mob.a_intent = INTENT_HARM if(M.mind) M.mind.transfer_to(new_mob) else new_mob.key = M.key to_chat(new_mob, "Your form morphs into that of a [randomize].") qdel(M) return new_mob /obj/item/projectile/magic/animate name = "bolt of animation" icon_state = "red_1" damage_type = BURN /obj/item/projectile/magic/animate/Bump(var/atom/change) ..() 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, firer) S.name = "statue of [H.name]" S.faction = list("\ref[firer]") S.icon = change.icon if(H.mind) H.mind.transfer_to(S) to_chat(S, "You are an animated statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved!") to_chat(S, "Do not harm [firer.name], your creator.") H = change H.loc = S qdel(src) else var/obj/O = change if(istype(O, /obj/item/weapon/gun)) new /mob/living/simple_animal/hostile/mimic/copy/ranged(O.loc, O, firer) else new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer) else if(istype(change, /mob/living/simple_animal/hostile/mimic/copy)) // Change our allegiance! var/mob/living/simple_animal/hostile/mimic/copy/C = change C.ChangeOwner(firer) /obj/item/projectile/magic/spellblade name = "blade energy" icon_state = "lavastaff" damage = 15 damage_type = BURN flag = "magic" dismemberment = 50 nodamage = 0