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Paradise/code/game/gamemodes/wizard/soulstone.dm
T
Cael_Aislinn aae42d928a Merge branch 'incremental_tg' r5200 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/__HELPERS/global_lists.dm
	code/__HELPERS/type2type.dm
	code/__HELPERS/unsorted.dm
	code/datums/datumvars.dm
	code/datums/disease.dm
	code/datums/organs/organ_external.dm
	code/datums/supplypacks.dm
	code/defines/obj.dm
	code/game/area/areas.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/civilian.dm
	code/game/machinery/alarm.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/effects/decals/contraband.dm
	code/game/objects/effects/signs.dm
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/PDA/cart.dm
	code/game/objects/items/weapons/photography.dm
	code/game/objects/structures/door_assembly.dm
	code/game/objects/structures/window.dm
	code/game/sound.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/DetectiveWork/detective_work.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/DetectiveWork/footprints_and_rag.dm
	code/modules/DetectiveWork/scanner.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminhelp.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/awaymissions/gateway.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/mint.dm
	code/modules/mining/ores_coins.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/living/carbon/alien/alien.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/say.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/setup.dm
	code/unused/mining/datum_processing_recipe.dm
	code/unused/powerarmor/powerarmor.dm
	code/world.dm
	html/changelog.html
	icons/effects/96x96.dmi
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	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/hydroponics.dmi
	icons/obj/items.dmi
	icons/turf/areas.dmi
	icons/turf/walls.dmi
	maps/RandomZLevels/fileList.txt
	maps/RandomZLevels/spacebattle.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-07 00:23:22 +10:00

219 lines
9.5 KiB
Plaintext

/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
flags = FPRINT | TABLEPASS
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..()
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their soul captured with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to capture the soul of [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) used the [src.name] to capture the soul of [M.name] ([M.ckey])</font>")
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("\[[time_stamp()]\] <font color='red'>Used the [src.name] to capture the soul of [M.name] ([M.ckey])</font>")
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 = "<TT><B>Soul Stone</B><BR>"
for(var/mob/living/simple_animal/shade/A in src)
dat += "Captured Soul: [A.name]<br>"
dat += {"<A href='byond://?src=\ref[src];choice=Summon'>Summon Shade</A>"}
dat += "<br>"
dat += {"<a href='byond://?src=\ref[src];choice=Close'> Close</a>"}
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 << "<b>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.</b>"
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"
flags = FPRINT | TABLEPASS
/obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob)
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 <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!"
else
if (T.stat == 0)
U << "\red <b>Capture failed!</b>: \black Kill or maim the victim first!"
else
if(T.client == null)
U << "\red <b>Capture failed!</b>: \black The soul has already fled it's mortal frame."
else
if(C.contents.len)
U << "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room."
else
for(var/obj/item/W in T)
T.drop_from_inventory(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)
del(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.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 <b>Capture successful!</b>: \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]"
del T
if("SHADE")
var/mob/living/simple_animal/shade/T = target
var/obj/item/device/soulstone/C = src
if (T.stat == DEAD)
U << "\red <b>Capture failed!</b>: \black The shade has already been banished!"
else
if(C.contents.len)
U << "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room."
else
if(T.name != C.imprinted)
U << "\red <b>Capture failed!</b>: \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
C.icon_state = "soulstone2"
T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
U << "\blue <b>Capture successful!</b>: \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
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)
del(T)
Z << "<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
Z.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall(Z)
Z.cancel_camera()
del(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
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)
del(T)
Z << "<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
Z.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift(Z)
Z.cancel_camera()
del(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
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)
del(T)
Z << "<B>You are playing an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, repair allied constructs (by clicking on them), and even create new constructs</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
Z.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser(Z)
Z.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/wall(Z)
Z.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/floor(Z)
Z.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone(Z)
Z.cancel_camera()
del(C)
else
U << "\red <b>Creation failed!</b>: \black The soul stone is empty! Go kill someone!"
return