Files
Paradise/code/game/gamemodes/wizard/spells.dm
mport2004@gmail.com 62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00

577 lines
14 KiB
Plaintext

//BLIND
/client/proc/blind()
set category = "Spells"
set name = "Blind"
set desc = "This spell temporarly blinds a single person and does not require wizard garb."
var/mob/M = input(usr, "Who do you wish to blind?") as mob in oview()
if(M)
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/blind
spawn(300)
usr.verbs += /client/proc/blind
usr.whisper("STI KALY")
// usr.spellvoice()
var/obj/effect/overlay/B = new /obj/effect/overlay( M.loc )
B.icon_state = "blspell"
B.icon = 'wizard.dmi'
B.name = "spell"
B.anchored = 1
B.density = 0
B.layer = 4
M.canmove = 0
spawn(5)
del(B)
M.canmove = 1
M << text("\blue Your eyes cry out in pain!")
M.disabilities |= 1
spawn(300)
M.disabilities &= ~1
M.eye_blind = 10
M.eye_blurry = 20
return
//MAGIC MISSILE
/client/proc/magicmissile()
set category = "Spells"
set name = "Magic missile"
set desc = "This spell fires several, slow moving, magic projectiles at nearby targets."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.say("FORTI GY AMA")
usr.spellvoice()
for (var/mob/living/M as mob in oview())
spawn(0)
var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
A.icon_state = "magicm"
A.icon = 'wizard.dmi'
A.name = "a magic missile"
A.anchored = 0
A.density = 0
A.layer = 4
var/i
for(i=0, i<20, i++)
if (!istype(M)) //it happens sometimes --rastaf0
break
var/obj/effect/overlay/B = new /obj/effect/overlay( A.loc )
B.icon_state = "magicmd"
B.icon = 'wizard.dmi'
B.name = "trail"
B.anchored = 1
B.density = 0
B.layer = 3
spawn(5)
del(B)
step_to(A,M,0)
if (get_dist(A,M) == 0)
M.weakened += 5
M.take_overall_damage(0,10)
del(A)
return
sleep(5)
del(A)
usr.verbs -= /client/proc/magicmissile
spawn(100)
usr.verbs += /client/proc/magicmissile
//SMOKE
/client/proc/smokecloud()
set category = "Spells"
set name = "Smoke"
set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/smokecloud
spawn(120)
usr.verbs += /client/proc/smokecloud
var/datum/effect/system/bad_smoke_spread/smoke = new /datum/effect/system/bad_smoke_spread()
smoke.set_up(10, 0, usr.loc)
smoke.start()
//SLEEP SMOKE
///client/proc/smokecloud()
//
// set category = "Spells"
// set name = "Sleep Smoke"
// set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb. But, without the robes, you have no protection against the magic."
// if(usr.stat)
// src << "Not when you are incapacitated."
// return
// if(!usr.casting()) return
// usr.verbs -= /client/proc/smokecloud
// spawn(120)
// usr.verbs += /client/proc/smokecloud
// var/datum/effect/system/sleep_smoke_spread/smoke = new /datum/effect/system/sleep_smoke_spread()
// smoke.set_up(10, 0, usr.loc)
// smoke.start()
//FORCE WALL
/obj/effect/forcefield
desc = "A space wizard's magic wall."
name = "FORCEWALL"
icon = 'effects.dmi'
icon_state = "m_shield"
anchored = 1.0
opacity = 0
density = 1
unacidable = 1
bullet_act(var/obj/item/projectile/Proj, var/def_zone)
var/turf/T = get_turf(src.loc)
if(T)
for(var/mob/M in T)
Proj.on_hit(M,M.bullet_act(Proj, def_zone))
return
/client/proc/forcewall()
set category = "Spells"
set name = "Forcewall"
set desc = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/forcewall
spawn(100)
usr.verbs += /client/proc/forcewall
var/forcefield
usr.whisper("TARCOL MINTI ZHERI")
// usr.spellvoice()
forcefield = new /obj/effect/forcefield(locate(usr.x,usr.y,usr.z))
spawn (300)
del (forcefield)
return
//FIREBALLAN
/client/proc/fireball(mob/living/T as mob in oview())
set category = "Spells"
set name = "Fireball"
set desc = "This spell fires a fireball at a target and does not require wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/fireball
spawn(200)
usr.verbs += /client/proc/fireball
usr.say("ONI SOMA")
// usr.spellvoice()
var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
A.icon_state = "fireball"
A.icon = 'wizard.dmi'
A.name = "a fireball"
A.anchored = 0
A.density = 0
var/i
for(i=0, i<100, i++)
step_to(A,T,0)
if (get_dist(A,T) <= 1)
T.take_overall_damage(20,25)
explosion(T.loc, -1, -1, 2, 2)
del(A)
return
sleep(2)
del(A)
return
//KNOCK
/client/proc/knock()
set category = "Spells"
set name = "Knock"
set desc = "This spell opens nearby doors and does not require wizard garb."
if(usr.stat)
src << "Not when you are incapacitated."
return
// if(!usr.casting()) return
usr.verbs -= /client/proc/knock
spawn(100)
usr.verbs += /client/proc/knock
usr.whisper("AULIE OXIN FIERA")
// usr.spellvoice()
for(var/obj/machinery/door/G in oview(3))
spawn(1)
G.open()
return
//KILL
/mob/proc/kill(mob/living/M as mob in oview(1))
set category = "Spells"
set name = "Disintegrate"
set desc = "This spell instantly kills somebody adjacent to you with the vilest of magick."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /mob/proc/kill
spawn(600)
usr.verbs += /mob/proc/kill
usr.say("EI NATH")
usr.spellvoice()
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(4, 1, M)
s.start()
M.dust()
//DISABLE TECH
/mob/proc/tech()
set category = "Spells"
set name = "Disable Technology"
set desc = "This spell disables all weapons, cameras and most other technology in range."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /mob/proc/tech
spawn(400)
usr.verbs += /mob/proc/tech
usr.say("NEC CANTIO")
usr.spellvoice()
empulse(src, 6, 10)
return
//BLINK
/client/proc/blink()
set category = "Spells"
set name = "Blink"
set desc = "This spell randomly teleports you a short distance."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
var/list/turfs = new/list()
for(var/turf/T in orange(6))
if(istype(T,/turf/space)) continue
if(T.density) continue
if(T.x>world.maxx-4 || T.x<4) continue //putting them at the edge is dumb
if(T.y>world.maxy-4 || T.y<4) continue
turfs += T
if(!turfs.len) turfs += pick(/turf in orange(6))
var/datum/effect/system/harmless_smoke_spread/smoke = new /datum/effect/system/harmless_smoke_spread()
smoke.set_up(10, 0, usr.loc)
smoke.start()
var/turf/picked = pick(turfs)
if(!isturf(picked)) return
usr.loc = picked
usr.verbs -= /client/proc/blink
spawn(40)
usr.verbs += /client/proc/blink
//TELEPORT
/mob/proc/teleport()
set category = "Spells"
set name = "Teleport"
set desc = "This spell teleports you to a type of area of your selection."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
var/A
usr.verbs -= /mob/proc/teleport
/*
var/list/theareas = new/list()
for(var/area/AR in world)
if(istype(AR, /area/shuttle) || istype(AR, /area/syndicate_station)) continue
if(theareas.Find(AR.name)) continue
var/turf/picked = pick(get_area_turfs(AR.type))
if (picked.z == src.z)
theareas += AR.name
theareas[AR.name] = AR
*/
A = input("Area to jump to", "BOOYEA", A) in teleportlocs
spawn(600)
usr.verbs += /mob/proc/teleport
var/area/thearea = teleportlocs[A]
usr.say("SCYAR NILA [uppertext(A)]")
usr.spellvoice()
var/datum/effect/system/harmless_smoke_spread/smoke = new /datum/effect/system/harmless_smoke_spread()
smoke.set_up(5, 0, usr.loc)
smoke.attach(usr)
smoke.start()
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
if(!T.density)
var/clear = 1
for(var/obj/O in T)
if(O.density)
clear = 0
break
if(clear)
L+=T
if(L.len)
usr.loc = pick(L)
else
usr <<"The spell matrix was unable to locate a suitable teleport destination for an unknown reason. Sorry."
smoke.start()
/mob/proc/teleportscroll()
if(usr.stat)
usr << "Not when you are incapacitated."
return
var/A
A = input("Area to jump to", "BOOYEA", A) in teleportlocs
var/area/thearea = teleportlocs[A]
var/datum/effect/system/harmless_smoke_spread/smoke = new /datum/effect/system/harmless_smoke_spread()
smoke.set_up(5, 0, usr.loc)
smoke.attach(usr)
smoke.start()
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
if(!T.density)
var/clear = 1
for(var/obj/O in T)
if(O.density)
clear = 0
break
if(clear)
L+=T
usr.loc = pick(L)
smoke.start()
//JAUNT
/client/proc/jaunt()
set category = "Spells"
set name = "Ethereal Jaunt"
set desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /client/proc/jaunt
spawn(300)
usr.verbs += /client/proc/jaunt
spell_jaunt(usr)
/proc/spell_jaunt(var/mob/H, time = 50)
if(H.stat) return
spawn(0)
var/mobloc = get_turf(H.loc)
var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
animation.name = "water"
animation.density = 0
animation.anchored = 1
animation.icon = 'mob.dmi'
animation.icon_state = "liquify"
animation.layer = 5
animation.master = holder
flick("liquify",animation)
H.loc = holder
H.client.eye = holder
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread()
steam.set_up(10, 0, mobloc)
steam.start()
sleep(time)
mobloc = get_turf(H.loc)
animation.loc = mobloc
steam.location = mobloc
steam.start()
H.canmove = 0
sleep(20)
flick("reappear",animation)
sleep(5)
H.loc = mobloc
H.canmove = 1
H.client.eye = H
del(animation)
del(holder)
/*
/obj/effect/dummy/spell_jaunt
name = "water"
icon = 'effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
/obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction)
if (!src.canmove) return
switch(direction)
if(NORTH)
src.y++
if(SOUTH)
src.y--
if(EAST)
src.x++
if(WEST)
src.x--
if(NORTHEAST)
src.y++
src.x++
if(NORTHWEST)
src.y++
src.x--
if(SOUTHEAST)
src.y--
src.x++
if(SOUTHWEST)
src.y--
src.x--
src.canmove = 0
spawn(2) src.canmove = 1
/obj/effect/dummy/spell_jaunt/ex_act(blah)
return
/obj/effect/dummy/spell_jaunt/bullet_act(blah,blah)
return
*/
//MUTATE
/client/proc/mutate()
set category = "Spells"
set name = "Mutate"
set desc = "This spell causes you to turn into a hulk and gain laser vision for a short while."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(!usr.casting()) return
usr.verbs -= /client/proc/mutate
spawn(400)
usr.verbs += /client/proc/mutate
usr.say("BIRUZ BENNAR")
usr.spellvoice()
usr << text("\blue You feel strong! You feel pressure building behind your eyes!")
if (!(usr.mutations & HULK))
usr.mutations |= HULK
if (!(usr.mutations & LASER))
usr.mutations |= LASER
spawn (300)
if (usr.mutations & LASER) usr.mutations &= ~LASER
if (usr.mutations & HULK) usr.mutations &= ~HULK
return
//BODY SWAP /N
/mob/proc/swap(mob/living/M as mob in oview())
set category = "Spells"
set name = "Mind Transfer"
set desc = "This spell allows the user to switch bodies with a target."
if(usr.stat)
src << "Not when you are incapacitated."
return
if(M.client && M.mind)
if(M.mind.special_role != "Wizard" || "Fake Wizard" || "Changeling" || "Cultist" || "Space Ninja")//Wizards, changelings, ninjas, and cultists are protected.
if( (istype(M, /mob/living/carbon/human)) || (istype(M, /mob/living/carbon/monkey)) && M.stat != 2)
var/mob/living/carbon/human/H = M //so it does not freak out when looking at the variables.
var/mob/living/carbon/human/U = src
U.whisper("GIN'YU CAPAN")
U.verbs -= /mob/proc/swap
if(U.mind.special_verbs.len)
for(var/V in U.mind.special_verbs)
U.verbs -= V
var/mob/dead/observer/G = new /mob/dead/observer(H) //To properly transfer clients so no-one gets kicked off the game.
H.client.mob = G
if(H.mind.special_verbs.len)
for(var/V in H.mind.special_verbs)
H.verbs -= V
G.mind = H.mind
U.client.mob = H
H.mind = U.mind
if(H.mind.special_verbs.len)
var/spell_loss = 1//Can lose only one spell during transfer.
var/probability = 95 //To determine the chance of wizard losing their spell.
for(var/V in H.mind.special_verbs)
if(spell_loss == 0)
H.verbs += V
else
if(prob(probability))
H.verbs += V
probability -= 7//Chance of of keeping spells goes down each time a spell is added. Less spells means less chance of losing them.
else
spell_loss = 0
H.mind.special_verbs -= V
spawn(500)
H << "The mind transfer has robbed you of a spell."
/* //This code SHOULD work to prevent Mind Swap spam since the spell transfer code above instantly resets it.
//I can't test this code because I can't test mind stuff on my own :x -- Darem.
if(hascall(H, /mob/proc/swap))
H.verbs -= /mob/proc/swap
*/
G.client.mob = U
U.mind = G.mind
if(U.mind.special_verbs.len)//Basic fix to swap verbs for any mob if needed.
for(var/V in U.mind.special_verbs)
U.verbs += V
U.mind.current = U
H.mind.current = H
spawn(500)
U << "Something about your body doesn't seem quite right..."
U.paralysis += 20
H.paralysis += 20
spawn(600)
H.verbs += /mob/proc/swap
del(G)
else
src << "Their mind is not compatible."
return
else
src << "Their mind is resisting your spell."
return
else
src << "They appear to be brain-dead."
return