/obj/effect/proc_holder/spell/lichdom
name = "Bind Soul"
desc = "A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use."
school = "necromancy"
base_cooldown = 10
clothes_req = FALSE
centcom_cancast = FALSE
invocation = "NECREM IMORTIUM!"
invocation_type = "shout"
level_max = 0 //cannot be improved
cooldown_min = 10
var/marked_item_uid
var/mob/living/current_body
var/resurrections = 0
var/existence_stops_round_end = FALSE
action_icon_state = "skeleton"
/obj/effect/proc_holder/spell/lichdom/create_new_targeting()
return new /datum/spell_targeting/self
/obj/effect/proc_holder/spell/lichdom/Destroy()
for(var/datum/mind/M in SSticker.mode.wizards) //Make sure no other bones are about
for(var/obj/effect/proc_holder/spell/S in M.spell_list)
if(istype(S,/obj/effect/proc_holder/spell/lichdom) && S != src)
return ..()
if(existence_stops_round_end)
GLOB.configuration.gamemode.disable_certain_round_early_end = FALSE
return ..()
/obj/effect/proc_holder/spell/lichdom/cast(list/targets, mob/user = usr)
for(var/mob/M in targets)
if(stat_allowed)
attempt_revive(M)
else if(!marked_item_uid)
attempt_mark_item(M)
/obj/effect/proc_holder/spell/lichdom/proc/attempt_revive(mob/user)
// Can only cast when unconscious/dead
if(user.stat == CONSCIOUS)
to_chat(user, "You aren't dead enough to revive!")
cooldown_handler.revert_cast()
return
// Body was destroyed
if(QDELETED(current_body))
to_chat(user, "Your body is gone!")
return
// Phylactery was destroyed
var/obj/item/marked_item = locateUID(marked_item_uid)
if(QDELETED(marked_item))
to_chat(user, "Your phylactery is gone!")
return
// Wrong z-level
var/turf/body_turf = get_turf(current_body)
var/turf/item_turf = get_turf(marked_item)
if(body_turf.z != item_turf.z)
to_chat(user, "Your phylactery is out of range!")
return
if(isobserver(user))
var/mob/dead/observer/O = user
O.reenter_corpse()
// Clean up the old body
if(!QDELETED(current_body))
if(iscarbon(current_body))
var/mob/living/carbon/C = current_body
for(var/obj/item/W in C)
C.unEquip(W)
// Give a hint as to where the body is
var/wheres_wizdo = dir2text(get_dir(body_turf, item_turf))
if(wheres_wizdo)
current_body.visible_message("Suddenly [current_body.name]'s corpse falls to pieces! You see a strange energy rise from the remains, and speed off towards the [wheres_wizdo]!")
body_turf.Beam(item_turf, icon_state = "lichbeam", icon = 'icons/effects/effects.dmi', time = 10 + 10 * resurrections, maxdistance = INFINITY)
UnregisterSignal(current_body, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_Z_CHANGED))
current_body.dust()
var/stun_time = (1 + resurrections++) * 20 SECONDS
var/mob/living/carbon/human/lich = new /mob/living/carbon/human(item_turf)
lich.set_species(/datum/species/skeleton/lich)
lich.real_name = user.mind.name
lich.Weaken(stun_time)
user.mind.transfer_to(lich)
equip_lich(lich)
RegisterSignal(lich, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_Z_CHANGED), PROC_REF(check_revivability_handler))
current_body = lich
cooldown_handler.recharge_duration += 1 MINUTES
to_chat(lich, "Your bones clatter and shudder as they're pulled back into this world!")
/obj/effect/proc_holder/spell/lichdom/proc/attempt_mark_item(mob/user)
var/obj/item/target = user.get_active_hand()
if(!target)
to_chat(user, "You must hold an item you wish to make your phylactery!")
return
if(target.flags & (ABSTRACT|NODROP))
to_chat(user, "[target] cannot be used as your phylactery!")
return
if(!do_after(user, 5 SECONDS, target = target))
to_chat(user, "Your soul snaps back to your body as you drop [target]!")
return
name = "RISE!"
desc = "Rise from the dead! You will reform at the location of your phylactery and your old body will crumble away."
stat_allowed = UNCONSCIOUS
cooldown_handler.recharge_duration = 3 MINUTES
cooldown_handler.revert_cast()
if(action && action.button)
action.name = action.button.name = name
action.desc = action.button.desc = desc
target.name = "ensouled [target.name]"
target.desc += "
A terrible aura surrounds this item, its very existence is offensive to life itself..."
target.color = "#003300"
marked_item_uid = target.UID()
current_body = user.mind.current
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.set_species(/datum/species/skeleton/lich)
H.unEquip(H.wear_suit)
H.unEquip(H.head)
H.unEquip(H.shoes)
H.unEquip(H.head)
equip_lich(H)
RegisterSignal(target, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_Z_CHANGED), PROC_REF(check_revivability_handler))
RegisterSignal(current_body, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_Z_CHANGED), PROC_REF(check_revivability_handler))
to_chat(user, "With a hideous feeling of emptiness you watch in horrified fascination as skin sloughs off bone! Blood boils, nerves disintegrate, eyes boil in their sockets! As your organs crumble to dust in your fleshless chest you come to terms with your choice. You're a lich!")
existence_stops_round_end = TRUE
GLOB.configuration.gamemode.disable_certain_round_early_end = TRUE
/obj/effect/proc_holder/spell/lichdom/proc/is_revive_possible()
var/obj/item/marked_item = locateUID(marked_item_uid)
if(QDELETED(marked_item))
return FALSE
if(QDELETED(current_body))
return FALSE
var/turf/body_turf = get_turf(current_body)
var/turf/item_turf = get_turf(marked_item)
if(body_turf.z != item_turf.z)
return FALSE
return TRUE
/obj/effect/proc_holder/spell/lichdom/proc/check_revivability_handler()
SIGNAL_HANDLER
// There are other liches about, so round may still continue
for(var/datum/mind/M in SSticker.mode.wizards)
for(var/obj/effect/proc_holder/spell/lichdom/S in M.spell_list)
if(S == src)
continue
// Other lich can still revive
if(S.is_revive_possible())
return
// Other lich is still alive
if(!QDELETED(S.current_body) && S.current_body.stat != DEAD)
return
GLOB.configuration.gamemode.disable_certain_round_early_end = is_revive_possible()
/obj/effect/proc_holder/spell/lichdom/proc/equip_lich(mob/living/carbon/human/H)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/black(H), SLOT_HUD_OUTER_SUIT)
H.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/black(H), SLOT_HUD_HEAD)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H), SLOT_HUD_SHOES)
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(H), SLOT_HUD_JUMPSUIT)