/obj/effect/proc_holder/spell/charge
name = "Charge"
desc = "This spell can be used to recharge a variety of things in your hands, from magical artifacts to electrical components. A creative wizard can even use it to grant magical power to a fellow magic user."
school = "transmutation"
base_cooldown = 1 MINUTES
clothes_req = FALSE
invocation = "DIRI CEL"
invocation_type = "whisper"
cooldown_min = 400 //50 deciseconds reduction per rank
action_icon_state = "charge"
/obj/effect/proc_holder/spell/charge/create_new_targeting()
return new /datum/spell_targeting/self
/obj/effect/proc_holder/spell/charge/cast(list/targets, mob/user = usr)
for(var/mob/living/L in targets)
var/list/hand_items = list(L.get_active_hand(),L.get_inactive_hand())
var/charged_item = null
var/burnt_out = FALSE
if(L.pulling && (isliving(L.pulling)))
var/mob/living/M = L.pulling
if(M.mob_spell_list.len != 0 || (M.mind && M.mind.spell_list.len != 0))
for(var/obj/effect/proc_holder/spell/S in M.mob_spell_list)
S.cooldown_handler.revert_cast()
if(M.mind)
for(var/obj/effect/proc_holder/spell/S in M.mind.spell_list)
S.cooldown_handler.revert_cast()
to_chat(M, "You feel raw magical energy flowing through you, it feels good!")
else
to_chat(M, "You feel very strange for a moment, but then it passes.")
burnt_out = TRUE
charged_item = M
break
for(var/obj/item in hand_items)
if(istype(item, /obj/item/spellbook))
if(istype(item, /obj/item/spellbook/oneuse))
var/obj/item/spellbook/oneuse/I = item
if(prob(80))
L.visible_message("[I] catches fire!")
qdel(I)
else
I.used = FALSE
charged_item = I
break
else
to_chat(L, "Glowing red letters appear on the front cover...")
to_chat(L, "[pick("NICE TRY BUT NO!","CLEVER BUT NOT CLEVER ENOUGH!", "SUCH FLAGRANT CHEESING IS WHY WE ACCEPTED YOUR APPLICATION!", "CUTE!", "YOU DIDN'T THINK IT'D BE THAT EASY, DID YOU?")]")
burnt_out = TRUE
else if(istype(item, /obj/item/book/granter))
var/obj/item/book/granter/I = item
if(prob(80))
L.visible_message("[I] catches fire!")
qdel(I)
else
I.uses += 1
charged_item = I
break
else if(istype(item, /obj/item/gun/magic))
var/obj/item/gun/magic/I = item
if(prob(80) && !I.can_charge)
I.max_charges--
if(I.max_charges <= 0)
I.max_charges = 0
burnt_out = TRUE
I.charges = I.max_charges
if(istype(item,/obj/item/gun/magic/wand) && I.max_charges != 0)
var/obj/item/gun/magic/W = item
W.icon_state = initial(W.icon_state)
charged_item = I
break
else if(istype(item, /obj/item/stock_parts/cell/))
var/obj/item/stock_parts/cell/C = item
if(!C.self_recharge)
if(prob(80))
C.maxcharge -= 200
if(C.maxcharge <= 1) //Div by 0 protection
C.maxcharge = 1
burnt_out = TRUE
C.charge = C.maxcharge
charged_item = C
break
else if(item.contents)
var/obj/I = null
for(I in item.contents)
if(istype(I, /obj/item/stock_parts/cell/))
var/obj/item/stock_parts/cell/C = I
if(!C.self_recharge)
if(prob(80))
C.maxcharge -= 200
if(C.maxcharge <= 1) //Div by 0 protection
C.maxcharge = 1
burnt_out = TRUE
C.charge = C.maxcharge
item.update_icon()
charged_item = item
break
if(!charged_item)
to_chat(L, "You feel magical power surging to your hands, but the feeling rapidly fades...")
else if(burnt_out)
to_chat(L, "[charged_item] doesn't seem to be reacting to the spell...")
else
to_chat(L, "[charged_item] suddenly feels very warm!")