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https://github.com/ParadiseSS13/Paradise.git
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147 lines
4.5 KiB
Plaintext
147 lines
4.5 KiB
Plaintext
/obj/effect/proc_holder/spell/ethereal_jaunt
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name = "Ethereal Jaunt"
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desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
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school = "transmutation"
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base_cooldown = 300
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clothes_req = TRUE
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invocation = "none"
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invocation_type = "none"
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cooldown_min = 100 //50 deciseconds reduction per rank
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nonabstract_req = TRUE
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centcom_cancast = FALSE //Prevent people from getting to centcom
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var/sound1 = 'sound/magic/ethereal_enter.ogg'
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var/jaunt_duration = 50 //in deciseconds
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var/jaunt_in_time = 5
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var/jaunt_in_type = /obj/effect/temp_visual/wizard
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var/jaunt_out_type = /obj/effect/temp_visual/wizard/out
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var/jaunt_type_path = /obj/effect/dummy/spell_jaunt
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var/jaunt_water_effect = TRUE
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action_icon_state = "jaunt"
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/obj/effect/proc_holder/spell/ethereal_jaunt/create_new_targeting()
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return new /datum/spell_targeting/self
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/obj/effect/proc_holder/spell/ethereal_jaunt/cast(list/targets, mob/user = usr) //magnets, so mostly hardcoded
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playsound(get_turf(user), sound1, 50, 1, -1)
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for(var/mob/living/target in targets)
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if(!target.can_safely_leave_loc()) // No more brainmobs hopping out of their brains
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to_chat(target, "<span class='warning'>You are somehow too bound to your current location to abandon it.</span>")
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continue
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INVOKE_ASYNC(src, PROC_REF(do_jaunt), target)
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/obj/effect/proc_holder/spell/ethereal_jaunt/proc/do_jaunt(mob/living/target)
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target.notransform = TRUE
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var/turf/mobloc = get_turf(target)
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var/obj/effect/dummy/spell_jaunt/holder = new jaunt_type_path(mobloc)
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new jaunt_out_type(mobloc, target.dir)
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target.ExtinguishMob()
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target.forceMove(holder)
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target.reset_perspective(holder)
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target.notransform = FALSE //mob is safely inside holder now, no need for protection.
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if(jaunt_water_effect)
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jaunt_steam(mobloc)
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sleep(jaunt_duration)
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if(target.loc != holder) //mob warped out of the warp
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qdel(holder)
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return
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mobloc = get_turf(target.loc)
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if(jaunt_water_effect)
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jaunt_steam(mobloc)
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ADD_TRAIT(target, TRAIT_IMMOBILIZED, "jaunt")
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holder.reappearing = 1
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playsound(get_turf(target), 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
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sleep(jaunt_in_time * 4)
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new jaunt_in_type(mobloc, holder.dir)
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target.setDir(holder.dir)
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sleep(jaunt_in_time)
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qdel(holder)
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if(!QDELETED(target))
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if(is_blocked_turf(mobloc, TRUE))
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for(var/turf/T in orange(7))
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if(isspaceturf(T))
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continue
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if(target.Move(T))
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target.remove_CC()
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REMOVE_TRAIT(target, TRAIT_IMMOBILIZED, "jaunt")
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return
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for(var/turf/space/S in orange(7))
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if(target.Move(S))
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break
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REMOVE_TRAIT(target, TRAIT_IMMOBILIZED, "jaunt")
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target.remove_CC()
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/obj/effect/proc_holder/spell/ethereal_jaunt/proc/jaunt_steam(mobloc)
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var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread()
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steam.set_up(10, 0, mobloc)
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steam.start()
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/obj/effect/dummy/spell_jaunt
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name = "water"
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icon = 'icons/effects/effects.dmi'
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icon_state = "nothing"
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var/reappearing = 0
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var/movedelay = 0
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var/movespeed = 2
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density = FALSE
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anchored = TRUE
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invisibility = 60
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/effect/dummy/spell_jaunt/Destroy()
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// Eject contents if deleted somehow
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for(var/atom/movable/AM in src)
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AM.forceMove(get_turf(src))
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return ..()
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/obj/effect/dummy/spell_jaunt/relaymove(mob/user, direction)
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if((movedelay > world.time) || reappearing || !direction)
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return
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var/turf/newLoc = get_step(src,direction)
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setDir(direction)
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movedelay = world.time + movespeed
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if(can_move(newLoc))
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forceMove(newLoc)
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return
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if(!IS_DIR_DIAGONAL(direction))
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to_chat(user, "<span class='warning'>Something is blocking the way!</span>")
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return
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var/turf/possible_1 = get_step(src, turn(direction, 45))
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var/turf/possible_2 = get_step(src, turn(direction, -45))
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if(can_move(possible_1))
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forceMove(possible_1)
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return
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if(can_move(possible_2))
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forceMove(possible_2)
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return
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to_chat(user, "<span class='warning'>Something is blocking the way!</span>")
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/obj/effect/dummy/spell_jaunt/proc/can_move(turf/T)
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if(T.flags & NOJAUNT)
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return FALSE
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return TRUE
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/obj/effect/dummy/spell_jaunt/ex_act(blah)
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return
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/obj/effect/dummy/spell_jaunt/bullet_act(blah)
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return
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/obj/effect/dummy/spell_jaunt/blood_pool
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name = "sanguine pool"
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desc = "a pool of living blood."
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movespeed = 1.5
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/obj/effect/dummy/spell_jaunt/blood_pool/relaymove(mob/user, direction)
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..()
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new /obj/effect/decal/cleanable/blood(loc)
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/obj/effect/dummy/spell_jaunt/blood_pool/can_move(turf/T)
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if(isspaceturf(T) || T.density)
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return FALSE
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return TRUE
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