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Paradise/code/datums/spells/blind.dm
uporotiy be85fc280d Object Spell System v1.0
It is now fully implemented, though I might continue work on it (especially with all the bugs no doubt present in the code). To turn on wizards spawning with an spellbook that gives object spells as opposed to verb spells, uncomment the FEATURE_OBJECT_SPELL_SYSTEM line in config.txt
For the end user, the vanilla (without spell var editing) wizard, the only two differences are having to click spells to use them (not being able to right-click stuff and cast spells that way or type them in the command line) and having a nice little countdown for a spell's recharge time.
 Changelog
It is now less horribly blue on white and more nicely black on white.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1381 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 20:34:41 +00:00

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/obj/spell/blind
name = "Blind"
desc = "This spell temporarly blinds a single person and does not require wizard garb."
school = "transmutation"
charge_max = 300
clothes_req = 0
invocation = "STI KALY"
invocation_type = "whisper"
message = "\blue Your eyes cry out in pain!"
var/blind_time = 300 //in deciseconds
var/eye_blind = 10 //I have no idea what these two do
var/eye_blurry = 20 //but eh, they're in the code
//I would add the ability to choose different disabilities (do ho ho), but I have no idea which bit corresponds to which disability
/obj/spell/blind/Click()
..()
if(!cast_check())
return
var/mob/M = input("Choose whom to blind", "ABRAKADABRA") as mob in oview(usr,range)
if(!M)
return
invocation()
var/obj/overlay/B = new /obj/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("[message]")
M.disabilities |= 1
spawn(blind_time)
M.disabilities &= ~1
M.eye_blind = eye_blind
M.eye_blurry = eye_blurry
return