/obj/item/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 artifact's power." w_class = WEIGHT_CLASS_TINY slot_flags = SLOT_BELT origin_tech = "bluespace=4;materials=5" var/optional = FALSE //does this soulstone ask the victim whether they want to be turned into a shade var/usability = FALSE // Can this soul stone be used by anyone, or only cultists/wizards? var/reusable = TRUE // Can this soul stone be used more than once? var/spent = FALSE // If the soul stone can only be used once, has it been used? var/opt_in = FALSE // for tracking during the 'optional' bit /obj/item/soulstone/proc/can_use(mob/living/user) if(iscultist(user) || iswizard(user) || usability) return TRUE return FALSE /obj/item/soulstone/proc/was_used() if(!reusable) spent = TRUE name = "dull [name]" desc = "A fragment of the legendary treasure known simply as \ the 'Soul Stone'. The shard lies still, dull and lifeless; \ whatever spark it once held long extinguished." /obj/item/soulstone/anybody usability = TRUE /obj/item/soulstone/anybody/chaplain name = "mysterious old shard" reusable = FALSE optional = TRUE /obj/item/soulstone/pickup(mob/living/user) . = ..() if(!can_use(user)) to_chat(user, "An overwhelming feeling of dread comes over you as you pick up the soulstone. It would be wise to be rid of this quickly.") user.Dizzy(120) //////////////////////////////Capturing//////////////////////////////////////////////////////// /obj/item/soulstone/attack(mob/living/carbon/human/M as mob, mob/user as mob) if(!can_use(user)) user.Paralyse(5) to_chat(user, "Your body is wracked with debilitating pain!") return if(spent) to_chat(user, "There is no power left in the shard.") return if(!ishuman(M)) //If target is not a human return ..() if(M.has_brain_worms()) //Borer stuff - RR to_chat(user, "This being is corrupted by an alien intelligence and cannot be soul trapped.") return ..() if(jobban_isbanned(M, "cultist") || jobban_isbanned(M, "Syndicate")) to_chat(user, "A mysterious force prevents you from trapping this being's soul.") return ..() if(iscultist(user) && iscultist(M)) to_chat(user, "\"Come now, do not capture your fellow's soul.\"") return ..() M.create_attack_log("Has had their soul captured with [src.name] by [key_name(user)]") user.create_attack_log("Used the [src.name] to capture the soul of [key_name(M)]") if(optional) if(!M.ckey) to_chat(user, "They have no soul!") return to_chat(user, "You attempt to channel [M]'s soul into [src]. You must give the soul some time to react and stand still...") var/mob/player_mob = M if(M.get_ghost())//in case our player ghosted and we need to throw the alert at their ghost instead player_mob = M.get_ghost() var/client/player_client = player_mob.client to_chat(player_mob, "[user] is trying to capture your soul into [src]! Click the button in the top right of the game window to respond.") player_client << 'sound/misc/notice2.ogg' window_flash(player_client) var/obj/screen/alert/notify_soulstone/A = player_mob.throw_alert("\ref[src]_soulstone_thingy", /obj/screen/alert/notify_soulstone) if(player_client.prefs && player_client.prefs.UI_style) A.icon = ui_style2icon(player_client.prefs.UI_style) //pass the stuff to the alert itself A.stone = src A.stoner = user.real_name //layer shenanigans to make the alert display the soulstone var/old_layer = layer var/old_plane = plane layer = FLOAT_LAYER plane = FLOAT_PLANE A.overlays += src layer = old_layer plane = old_plane //give the victim 10 seconds to respond sleep(10 SECONDS) if(!opt_in) to_chat(user, "The soul resists your attempts at capturing it!") return opt_in = FALSE if(spent)//checking one more time against shenanigans return add_attack_logs(user, M, "Stolestone'd with [name]") transfer_soul("VICTIM", M, user) return ///////////////////Options for using captured souls/////////////////////////////////////// /obj/item/soulstone/attack_self(mob/user) if(!in_range(src, user)) return if(!can_use(user)) user.Paralyse(5) to_chat(user, "Your body is wracked with debilitating pain!") 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 /obj/item/soulstone/Topic(href, href_list) var/mob/U = usr if(!in_range(src, U) || U.machine != src || !can_use(usr)) 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.forceMove(get_turf(usr)) A.cancel_camera() icon_state = "soulstone" name = initial(name) if(iswizard(usr) || usability) to_chat(A, "You have been released from your prison, but you are still bound to [usr.real_name]'s will. Help [usr.p_them()] succeed in [usr.p_their()] goals at all costs.") else if(iscultist(usr)) to_chat(A, "You have been released from your prison, but you are still bound to the cult's will. Help [usr.p_them()] succeed in [usr.p_their()] goals at all costs.") was_used() attack_self(U) ///////////////////////////Transferring to constructs///////////////////////////////////////////////////// /obj/structure/constructshell name = "empty shell" icon = 'icons/obj/wizard.dmi' icon_state = "construct-cult" desc = "A wicked machine used by those skilled in magical arts. It is inactive" /obj/structure/constructshell/examine(mob/user) . = ..() if(in_range(user, src) && (iscultist(user) || iswizard(user) || user.stat == DEAD)) . += "A construct shell, used to house bound souls from a soulstone." . += "Placing a soulstone with a soul into this shell allows you to produce your choice of the following:" . += "An Artificer, which can produce more shells and soulstones, as well as fortifications." . += "A Wraith, which does high damage and can jaunt through walls, though it is quite fragile." . += "A Juggernaut, which is very hard to kill and can produce temporary walls, but is slow." /obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob, params) if(istype(O, /obj/item/soulstone)) var/obj/item/soulstone/SS = O if(!SS.can_use(user)) to_chat(user, "An overwhelming feeling of dread comes over you as you attempt to place the soulstone into the shell. It would be wise to be rid of this quickly.") user.Dizzy(120) return SS.transfer_soul("CONSTRUCT",src,user) SS.was_used() else return ..() ////////////////////////////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("FORCE") var/obj/item/soulstone/C = src if(!iscarbon(target)) //TODO: Add sacrifice stoning for non-organics, just because you have no body doesnt mean you dont have a soul return 0 if(contents.len) return 0 var/mob/living/carbon/T = target if(T.client != null) for(var/obj/item/W in T) T.unEquip(W) C.init_shade(T, U) return 1 else to_chat(U, "Capture failed!: The soul has already fled its mortal frame. You attempt to bring it back...") return C.getCultGhost(T,U) if("VICTIM") var/mob/living/carbon/human/T = target var/obj/item/soulstone/C = src if(T.stat == 0) to_chat(U, "Capture failed!: Kill or maim the victim first!") else if(!T.client_mobs_in_contents?.len) to_chat(U, "They have no soul!") else if(T.client == null) to_chat(U, "Capture failed!: The soul has already fled its mortal frame. You attempt to bring it back...") C.getCultGhost(T,U) else if(C.contents.len) to_chat(U, "Capture failed!: 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) C.init_shade(T, U, vic = 1) qdel(T) if("SHADE") var/mob/living/simple_animal/shade/T = target var/obj/item/soulstone/C = src if(!C.can_use(U)) U.Paralyse(5) to_chat(U, "Your body is wracked with debilitating pain!") return if(T.stat == DEAD) to_chat(U, "Capture failed!: The shade has already been banished!") else if(C.contents.len) to_chat(U, "Capture failed!: The soul stone is full! Use or free an existing soul to make room.") 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" to_chat(T, "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form") to_chat(U, "Capture successful!: [T.name]'s has been recaptured and stored within the soul stone.") if("CONSTRUCT") var/obj/structure/constructshell/T = target var/obj/item/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/hostile/construct/armoured/Z = new /mob/living/simple_animal/hostile/construct/armoured (get_turf(T.loc)) Z.key = A.key Z.faction |= "\ref[U]" if(iscultist(U)) if(SSticker.mode.name == "cult") SSticker.mode:add_cultist(Z.mind) else SSticker.mode.cult+=Z.mind SSticker.mode.update_cult_icons_added(Z.mind) qdel(T) to_chat(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.") to_chat(Z, "You are still bound to serve your creator, follow [U.p_their()] orders and help [U.p_them()] complete [U.p_their()] goals at all costs.") Z.cancel_camera() qdel(C) if("Wraith") var/mob/living/simple_animal/hostile/construct/wraith/Z = new /mob/living/simple_animal/hostile/construct/wraith (get_turf(T.loc)) Z.key = A.key Z.faction |= "\ref[U]" if(iscultist(U)) if(SSticker.mode.name == "cult") SSticker.mode:add_cultist(Z.mind) else SSticker.mode.cult+=Z.mind SSticker.mode.update_cult_icons_added(Z.mind) qdel(T) to_chat(Z, "You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.") to_chat(Z, "You are still bound to serve your creator, follow [U.p_their()] orders and help [U.p_them()] complete [U.p_their()] goals at all costs.") Z.cancel_camera() qdel(C) if("Artificer") var/mob/living/simple_animal/hostile/construct/builder/Z = new /mob/living/simple_animal/hostile/construct/builder (get_turf(T.loc)) Z.key = A.key Z.faction |= "\ref[U]" if(iscultist(U)) if(SSticker.mode.name == "cult") SSticker.mode:add_cultist(Z.mind) else SSticker.mode.cult+=Z.mind SSticker.mode.update_cult_icons_added(Z.mind) qdel(T) to_chat(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).") to_chat(Z, "You are still bound to serve your creator, follow [U.p_their()] orders and help [U.p_them()] complete [U.p_their()] goals at all costs.") Z.cancel_camera() qdel(C) else to_chat(U, "Creation failed!: The soul stone is empty! Go kill someone!") return /proc/makeNewConstruct(var/mob/living/simple_animal/hostile/construct/ctype, var/mob/target, var/mob/stoner = null, cultoverride = 0) if(jobban_isbanned(target, "cultist") || jobban_isbanned(target, "Syndicate")) return var/mob/living/simple_animal/hostile/construct/newstruct = new ctype(get_turf(target)) newstruct.faction |= "\ref[stoner]" newstruct.key = target.key if(stoner && iscultist(stoner) || cultoverride) if(SSticker.mode.name == "cult") SSticker.mode:add_cultist(newstruct.mind) else SSticker.mode.cult+=newstruct.mind SSticker.mode.update_cult_icons_added(newstruct.mind) if(stoner && iswizard(stoner)) to_chat(newstruct, "You are still bound to serve your creator, follow [stoner.p_their()] orders and help [stoner.p_them()] complete [stoner.p_their()] goals at all costs.") else if(stoner && iscultist(stoner)) to_chat(newstruct, "You are still bound to serve the cult, follow [stoner.p_their()] orders and help [stoner.p_them()] complete [stoner.p_their()] goals at all costs.") else to_chat(newstruct, "You are still bound to serve your creator, follow [stoner.p_their()] orders and help [stoner.p_them()] complete [stoner.p_their()] goals at all costs.") newstruct.cancel_camera() /obj/item/soulstone/proc/init_shade(mob/living/carbon/human/T, mob/U, vic = 0) 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/path = get_shade_type() var/mob/living/simple_animal/shade/S = new path(src) 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.name = "Shade of [T.real_name]" S.real_name = "Shade of [T.real_name]" S.key = T.key if(U) S.faction |= "\ref[U]" //Add the master as a faction, allowing inter-mob cooperation if(U && iscultist(U)) SSticker.mode.add_cultist(S.mind, 0) S.cancel_camera() name = "soulstone: Shade of [T.real_name]" icon_state = "soulstone2" if(U && iswizard(U)) to_chat(S, "Your soul has been captured! You are now bound to [U.real_name]'s will. Help [U.p_them()] succeed in their goals at all costs.") else if(U && iscultist(U)) to_chat(S, "Your soul has been captured! You are now bound to the cult's will. Help [U.p_them()] succeed in their goals at all costs.") if(vic && U) to_chat(U, "Capture successful!: [T.real_name]'s soul has been ripped from [U.p_their()] body and stored within the soul stone.") /obj/item/soulstone/proc/get_shade_type() return /mob/living/simple_animal/shade/cult /obj/item/soulstone/anybody/get_shade_type() return /mob/living/simple_animal/shade /obj/item/soulstone/proc/getCultGhost(mob/living/carbon/human/T, mob/U) var/mob/dead/observer/chosen_ghost for(var/mob/dead/observer/ghost in GLOB.player_list) //We put them back in their body if(ghost.mind && ghost.mind.current == T && ghost.client) chosen_ghost = ghost break if(!chosen_ghost) //Failing that, we grab a ghost var/list/consenting_candidates = pollCandidates("Would you like to play as a Shade?", ROLE_CULTIST, FALSE, poll_time = 100) if(consenting_candidates.len) chosen_ghost = pick(consenting_candidates) if(!T) return 0 if(!chosen_ghost) to_chat(U, "There were no spirits willing to become a shade.") return 0 if(contents.len) //If they used the soulstone on someone else in the meantime return 0 T.ckey = chosen_ghost.ckey for(var/obj/item/W in T) T.unEquip(W) init_shade(T, U) qdel(T) return 1