Files
Paradise/code/datums/spells/wizard.dm
Mike Long 29c9aca1a8 Devil game mode
Fixes more compile errors.  Down to 65 now.

updates << into to_chat

Down to 60 errors, also starts to port the codex gigas and law 666 for cyborg devils.

Fixes more compile errors.  Down to 41 now.

Replaces timers with spawns, and <<s with to_chats
40 compile errors.

Down to 34 compile errors.

whoops, actually down to 34 now.

Down to 25 compile errors.

Down to 15 compile errors, I'llprobably need some help at this point.

Woo!  Down to 7 compile errors.

Ported over devil hud.  Number of errors up to 19.

WOO!  It compiles.  It's completely untested, but it compiles.

Adds devils to traitor panel

Implements iron, silver and salt banes.

implements flashing lights bane

Selling your soul prevents cloning, and some other methods of revival.

Implements harvest bane

Merged and sorted icons/obj/bureaucracy.dmi

Adds toy codex gigas

Fixes compile errors, adds codex gigas sprite.

Lots of bug fixes.  Contracts work, devil revival is more consistant, etc

Adds missing icons for flaming contracts, summon pitchfork, summon wealth, employment cabinet, and sintouch.

Converts DEEP LORE explanations from hell to inferno incorporated.

Banishes the compile errors.

Devils come from hell again.

replaces offer drink obligation with a much more lore appropriate devil's fiddle reference
Also fixes contract bashing brain damage chance.

Undoes some changes I accidentally did to example config files.

Fixes up a few remaining bugs.

Puts in the codex gigas and employment contract cabinets.
 -- Lemon - I kinda skipped this one, I'll patch it back in later because
 map conflicts are suffering incarnate

Solves the devil law problem in a REALLY hacky snowflake way.

Fixes a few methods in which a hellbound can be revived.

Devils respawn with a limited number of appropriate items, instead of COMPLETELY naked upon corpse destruction.  Also adds lines to example config.

Updates devil laws to be less hacky.

Objective to sintouch x mortals now greentexts correctly.

Contracts no longer cause brain damage.  I didn't realize it was lethal on this codebase.  Oops.

Splits dust(visual_only) into dust() and dust_animation() procs

Fixes some defines.
Adds undef statements to improve compile times.

Fixes race changes from demonic form changes.

Fixes small runtime error. (Which somehow didn't break anything?)

Implements lots of small changes/corrections suggested by CrazyLemon64

I still need to test these changes, along with other potential issues he brought up.

Fixes harvest bane and power contracts.  Also adds a few </span> tag enders.

Corrects some edge cases with revival contracts.

Fixes compile error.

Reverts unneccecary change to item/weapon/reagent_containers

Cleans up the code for readability.

Prevents cloning of hellbound individuals.

Latejoins now properly have employment contracts added to employment cabinets (provided they still exist)

Infernal contracts are no longer rendered unreadable by fire and alcohol.

All fireproof paper remains readable after being fireballed, not just infernal contracts.  (Though infernal contracts are the only fireproof paper atm)

Fixes an edge case problem with cloning.

Adds is_revivable proc to mind.

Removes snowflake code involving preventing soulseller resurrection.

Indulges in the sin of sloth, and copies tg's lazy list macros

Proc calls that transform the user no longer go to a null target

Fixes devil UI, human regression will keep appearance, and adds danceoff

Devil's base forms no longer suffocate inside the devil

Fixes runtimes, gets stuff working

The arch devil can now blast down walls with their pitchfork

EXTERMINATE ALL SPIRITS

Activates devil clause in voice of god

Fawks Mcclood

Feature P A R I T Y

Fixes devil bugs from testing

- Does a death refactor to make sure that diabolical resurrection works

- Walls no longer leave girders when blasted by the devil

- Getting a new body gives you a rudimentary amount of equipment to work
with to get out of maintenance or whereever

Does all the icons in a single commit on their own because icon

conflicts suck

Starting point of extra devil rebalance/fixes

Ports devil friends

Also oops tramples all over Fethas' corpse PR that's still up I need
to take care of that one

Styling fixes
2019-01-13 12:00:49 +01:00

447 lines
13 KiB
Plaintext

/obj/effect/proc_holder/spell/targeted/projectile/magic_missile
name = "Magic Missile"
desc = "This spell fires several, slow moving, magic projectiles at nearby targets."
school = "evocation"
charge_max = 200
clothes_req = 1
invocation = "FORTI GY AMA"
invocation_type = "shout"
range = 7
cooldown_min = 60 //35 deciseconds reduction per rank
max_targets = 0
proj_icon_state = "magicm"
proj_name = "a magic missile"
proj_lingering = 1
proj_type = "/obj/effect/proc_holder/spell/targeted/inflict_handler/magic_missile"
proj_lifespan = 20
proj_step_delay = 5
proj_trail = 1
proj_trail_lifespan = 5
proj_trail_icon_state = "magicmd"
action_icon_state = "magicm"
sound = 'sound/magic/MAGIC_MISSILE.ogg'
/obj/effect/proc_holder/spell/targeted/inflict_handler/magic_missile
amt_weakened = 3
sound = 'sound/magic/MM_Hit.ogg'
/obj/effect/proc_holder/spell/targeted/projectile/honk_missile
name = "Honk Missile"
desc = "This spell fires several, slow moving, magic bikehorns at nearby targets."
school = "evocation"
charge_max = 60
clothes_req = 0
invocation = "HONK GY AMA"
invocation_type = "shout"
range = 7
cooldown_min = 60 //35 deciseconds reduction per rank
max_targets = 0
proj_icon = 'icons/obj/items.dmi'
proj_icon_state = "bike_horn"
proj_name = "A bike horn"
proj_lingering = 1
proj_type = "/obj/effect/proc_holder/spell/targeted/inflict_handler/honk_missile"
proj_lifespan = 20
proj_step_delay = 5
proj_trail_icon = 'icons/obj/items.dmi'
proj_trail = 1
proj_trail_lifespan = 5
proj_trail_icon_state = "bike_horn"
action_icon_state = "magicm"
sound = 'sound/items/bikehorn.ogg'
/obj/effect/proc_holder/spell/targeted/inflict_handler/honk_missile
amt_weakened = 3
sound = 'sound/items/bikehorn.ogg'
/obj/effect/proc_holder/spell/noclothes
name = "No Clothes"
desc = "This always-on spell allows you to cast magic without your garments."
/obj/effect/proc_holder/spell/targeted/genetic/mutate
name = "Mutate"
desc = "This spell causes you to turn into a hulk and gain laser vision for a short while."
school = "transmutation"
charge_max = 400
clothes_req = 1
invocation = "BIRUZ BENNAR"
invocation_type = "shout"
message = "<span class='notice'>You feel strong! You feel a pressure building behind your eyes!</span>"
range = -1
include_user = 1
centcom_cancast = 0
mutations = list(LASER, HULK)
duration = 300
cooldown_min = 300 //25 deciseconds reduction per rank
action_icon_state = "mutate"
sound = 'sound/magic/Mutate.ogg'
/obj/effect/proc_holder/spell/targeted/genetic/mutate/cast(list/targets, mob/user = usr)
for(var/mob/living/target in targets)
target.dna.SetSEState(HULKBLOCK, 1)
genemutcheck(target, HULKBLOCK, null, MUTCHK_FORCED)
spawn(duration)
target.dna.SetSEState(HULKBLOCK, 0)
genemutcheck(target, HULKBLOCK, null, MUTCHK_FORCED)
..()
/obj/effect/proc_holder/spell/targeted/smoke
name = "Smoke"
desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
school = "conjuration"
charge_max = 120
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = -1
include_user = 1
cooldown_min = 20 //25 deciseconds reduction per rank
smoke_spread = 2
smoke_amt = 10
action_icon_state = "smoke"
/obj/effect/proc_holder/spell/targeted/emplosion/disable_tech
name = "Disable Tech"
desc = "This spell disables all weapons, cameras and most other technology in range."
charge_max = 400
clothes_req = 1
invocation = "NEC CANTIO"
invocation_type = "shout"
range = -1
include_user = 1
cooldown_min = 200 //50 deciseconds reduction per rank
emp_heavy = 6
emp_light = 10
sound = 'sound/magic/Disable_Tech.ogg'
/obj/effect/proc_holder/spell/targeted/turf_teleport/blink
name = "Blink"
desc = "This spell randomly teleports you a short distance."
school = "abjuration"
charge_max = 20
clothes_req = 1
invocation = "none"
invocation_type = "none"
range = -1
include_user = 1
cooldown_min = 5 //4 deciseconds reduction per rank
smoke_spread = 1
smoke_amt = 1
inner_tele_radius = 0
outer_tele_radius = 6
centcom_cancast = 0 //prevent people from getting to centcom
action_icon_state = "blink"
sound1 = 'sound/magic/blink.ogg'
sound2 = 'sound/magic/blink.ogg'
/obj/effect/proc_holder/spell/targeted/area_teleport/teleport
name = "Teleport"
desc = "This spell teleports you to a type of area of your selection."
school = "abjuration"
charge_max = 600
clothes_req = 1
invocation = "SCYAR NILA"
invocation_type = "shout"
range = -1
include_user = 1
cooldown_min = 200 //100 deciseconds reduction per rank
smoke_spread = 1
smoke_amt = 5
action_icon_state = "spell_teleport"
sound1 = 'sound/magic/Teleport_diss.ogg'
sound2 = 'sound/magic/Teleport_app.ogg'
/obj/effect/proc_holder/spell/targeted/forcewall
name = "Force Wall"
desc = "This spell creates a small unbreakable wall that only you can pass through, and does not need wizard garb. Lasts 30 seconds."
school = "transmutation"
charge_max = 100
clothes_req = FALSE
invocation = "TARCOL MINTI ZHERI"
invocation_type = "whisper"
sound = 'sound/magic/ForceWall.ogg'
action_icon_state = "shield"
range = -1
include_user = TRUE
cooldown_min = 50 //12 deciseconds reduction per rank
var/wall_type = /obj/effect/forcefield/wizard
var/large = FALSE
/obj/effect/proc_holder/spell/targeted/forcewall/cast(list/targets, mob/user = usr)
new wall_type(get_turf(user), user)
if(large) //Extra THICK
if(user.dir == SOUTH || user.dir == NORTH)
new wall_type(get_step(user, EAST), user)
new wall_type(get_step(user, WEST), user)
else
new wall_type(get_step(user, NORTH), user)
new wall_type(get_step(user, SOUTH), user)
/obj/effect/proc_holder/spell/targeted/forcewall/greater
name = "Greater Force Wall"
desc = "Create a larger magical barrier that only you can pass through, but requires wizard garb. Lasts 30 seconds."
clothes_req = TRUE
invocation = "TARCOL GRANDI ZHERI"
invocation_type = "shout"
large = TRUE
/obj/effect/proc_holder/spell/aoe_turf/conjure/timestop
name = "Stop Time"
desc = "This spell stops time for everyone except for you, allowing you to move freely while your enemies and even projectiles are frozen."
charge_max = 500
clothes_req = 1
invocation = "TOKI WO TOMARE"
invocation_type = "shout"
range = 0
cooldown_min = 100
summon_amt = 1
action_icon_state = "time"
summon_type = list(/obj/effect/timestop/wizard)
/obj/effect/proc_holder/spell/aoe_turf/conjure/carp
name = "Summon Carp"
desc = "This spell conjures a simple carp."
school = "conjuration"
charge_max = 1200
clothes_req = 1
invocation = "NOUK FHUNMM SACP RISSKA"
invocation_type = "shout"
range = 1
summon_type = list(/mob/living/simple_animal/hostile/carp)
cast_sound = 'sound/magic/Summon_Karp.ogg'
/obj/effect/proc_holder/spell/aoe_turf/conjure/construct
name = "Artificer"
desc = "This spell conjures a construct which may be controlled by Shades"
school = "conjuration"
charge_max = 600
clothes_req = 0
invocation = "none"
invocation_type = "none"
range = 0
summon_type = list(/obj/structure/constructshell)
action_icon_state = "artificer"
cast_sound = 'sound/magic/SummonItems_generic.ogg'
/obj/effect/proc_holder/spell/aoe_turf/conjure/creature
name = "Summon Creature Swarm"
desc = "This spell tears the fabric of reality, allowing horrific daemons to spill forth"
school = "conjuration"
charge_max = 1200
clothes_req = 0
invocation = "IA IA"
invocation_type = "shout"
summon_amt = 10
range = 3
summon_type = list(/mob/living/simple_animal/hostile/creature)
cast_sound = 'sound/magic/SummonItems_generic.ogg'
/obj/effect/proc_holder/spell/targeted/trigger/blind
name = "Blind"
desc = "This spell temporarily 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 = "<span class='notice'>Your eyes cry out in pain!</span>"
cooldown_min = 50 //12 deciseconds reduction per rank
starting_spells = list("/obj/effect/proc_holder/spell/targeted/inflict_handler/blind","/obj/effect/proc_holder/spell/targeted/genetic/blind")
action_icon_state = "blind"
/obj/effect/proc_holder/spell/targeted/inflict_handler/blind
amt_eye_blind = 10
amt_eye_blurry = 20
sound = 'sound/magic/Blind.ogg'
/obj/effect/proc_holder/spell/targeted/genetic/blind
disabilities = BLIND
duration = 300
sound = 'sound/magic/Blind.ogg'
/obj/effect/proc_holder/spell/fireball
name = "Fireball"
desc = "This spell fires a fireball at a target and does not require wizard garb."
school = "evocation"
charge_max = 60
clothes_req = 0
invocation = "ONI SOMA"
invocation_type = "shout"
range = 20
cooldown_min = 20 //10 deciseconds reduction per rank
var/fireball_type = /obj/item/projectile/magic/fireball
action_icon_state = "fireball0"
sound = 'sound/magic/Fireball.ogg'
active = FALSE
/obj/effect/proc_holder/spell/fireball/Click()
var/mob/living/user = usr
if(!istype(user))
return
var/msg
if(!can_cast(user))
msg = "<span class='warning'>You can no longer cast Fireball.</span>"
remove_ranged_ability(user, msg)
return
if(active)
msg = "<span class='notice'>You extinguish your fireball...for now.</span>"
remove_ranged_ability(user, msg)
else
msg = "<span class='notice'>Your prepare to cast your fireball spell! <B>Left-click to cast at a target!</B></span>"
add_ranged_ability(user, msg)
/obj/effect/proc_holder/spell/fireball/update_icon()
if(!action)
return
action.button_icon_state = "fireball[active]"
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/fireball/InterceptClickOn(mob/living/user, params, atom/target)
if(..())
return FALSE
if(!cast_check(0, user))
remove_ranged_ability(user)
return FALSE
var/list/targets = list(target)
perform(targets, user = user)
return TRUE
/obj/effect/proc_holder/spell/fireball/cast(list/targets, mob/living/user = usr)
var/target = targets[1] //There is only ever one target for fireball
var/turf/T = user.loc
var/turf/U = get_step(user, user.dir) // Get the tile infront of the move, based on their direction
if(!isturf(U) || !isturf(T))
return 0
var/obj/item/projectile/magic/fireball/FB = new fireball_type(user.loc)
FB.current = get_turf(user)
FB.preparePixelProjectile(target, get_turf(target), user)
FB.fire()
user.newtonian_move(get_dir(U, T))
remove_ranged_ability(user)
return 1
/obj/effect/proc_holder/spell/aoe_turf/repulse
name = "Repulse"
desc = "This spell throws everything around the user away."
charge_max = 400
clothes_req = 1
invocation = "GITTAH WEIGH"
invocation_type = "shout"
range = 5
cooldown_min = 150
selection_type = "view"
var/maxthrow = 5
var/sparkle_path = /obj/effect/temp_visual/gravpush
action_icon_state = "repulse"
sound = 'sound/magic/Repulse.ogg'
/obj/effect/proc_holder/spell/aoe_turf/repulse/cast(list/targets, mob/user = usr)
var/list/thrownatoms = list()
var/atom/throwtarget
var/distfromcaster
playMagSound()
for(var/turf/T in targets) //Done this way so things don't get thrown all around hilariously.
for(var/atom/movable/AM in T)
thrownatoms += AM
for(var/am in thrownatoms)
var/atom/movable/AM = am
if(AM == user || AM.anchored)
continue
throwtarget = get_edge_target_turf(user, get_dir(user, get_step_away(AM, user)))
distfromcaster = get_dist(user, AM)
if(distfromcaster == 0)
if(istype(AM, /mob/living))
var/mob/living/M = AM
M.Weaken(5)
M.adjustBruteLoss(5)
to_chat(M, "<span class='userdanger'>You're slammed into the floor by a mystical force!</span>")
else
new sparkle_path(get_turf(AM), get_dir(user, AM)) //created sparkles will disappear on their own
if(istype(AM, /mob/living))
var/mob/living/M = AM
M.Weaken(2)
to_chat(M, "<span class='userdanger'>You're thrown back by a mystical force!</span>")
spawn(0)
AM.throw_at(throwtarget, ((Clamp((maxthrow - (Clamp(distfromcaster - 2, 0, distfromcaster))), 3, maxthrow))), 1)//So stuff gets tossed around at the same time.
/obj/effect/proc_holder/spell/targeted/sacred_flame
name = "Sacred Flame"
desc = "Makes everyone around you more flammable, and lights yourself on fire."
charge_max = 60
clothes_req = 0
invocation = "FI'RAN DADISKO"
invocation_type = "shout"
max_targets = 0
range = 6
include_user = 1
selection_type = "view"
action_icon_state = "sacredflame"
sound = 'sound/magic/Fireball.ogg'
/obj/effect/proc_holder/spell/targeted/sacred_flame/cast(list/targets, mob/user = usr)
for(var/mob/living/L in targets)
L.adjust_fire_stacks(20)
if(isliving(user))
var/mob/living/U = user
U.IgniteMob()