Files
Paradise/code/datums/spells/mind_transfer.dm
DZD 1c3d247aca Wizard Update Part 1
- Wands will no longer display a missing sprite if you try to fire one
while it is drained. (Only change that wasn't ported from /tg/)
- When using a staff of change on somebody, you can now turn them into a
goat or space bats, and when turning them into a cyborg, there is a
chance of that cyborg being a syndicate cyborg.
- Ports over page-based UI for the Wizard's spellbook from /tg/.
- Ports over the Wand Belt, Staff of Chaos, and Staff of Door Creation
from /tg/. The Wand Belt contains several useful wands, however all of
them have limited charges. The Staff of Chaos will cause a different
projectile spell effect each time it is cast, and can currently imitate
any of the wands. The Staff of Door creation will create wooden doors
over any solid turf they contact, doing so removes said turf.
- Mind swap will no longer remove spells from the wizard due to RNG.
- The charge spell will no longer damage the charge of weapons that
normally recharge by themselves.
- Adds Staff of Door Creation to the Summon Magic list, removes the
staff of change from the normal Summon Magic list and makes it part of
the special list
- If Summon Magic rolls to create an item on the special list, it will
create that item once, and will no longer create anything else from the
special list. (List consists of the Staff of Change, Staff of Animation,
Wand Belt, Staff of Chaos, and Contract).
2015-01-14 21:56:39 -05:00

83 lines
3.3 KiB
Plaintext

/obj/effect/proc_holder/spell/wizard/targeted/mind_transfer
name = "Mind Transfer"
desc = "This spell allows the user to switch bodies with a target."
school = "transmutation"
charge_max = 600
clothes_req = 0
invocation = "GIN'YU CAPAN"
invocation_type = "whisper"
range = 1
cooldown_min = 200 //100 deciseconds reduction per rank
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
var/paralysis_amount_caster = 20 //how much the caster is paralysed for after the spell
var/paralysis_amount_victim = 20 //how much the victim is paralysed for after the spell
icon_power_button = "spell_mind"
/*
Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do.
Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering.
Also, you never added distance checking after target is selected. I've went ahead and did that.
*/
/obj/effect/proc_holder/spell/wizard/targeted/mind_transfer/cast(list/targets,mob/user = usr)
if(!targets.len)
user << "No mind found."
return
if(targets.len > 1)
user << "Too many minds! You're not a hive damnit!"//Whaa...aat?
return
var/mob/living/target = targets[1]
if(!(target in oview(range)))//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it.
user << "They are too far away!"
return
if(target.stat == DEAD)
user << "You don't particularly want to be dead."
return
if(!target.key || !target.mind)
user << "They appear to be catatonic. Not even magic can affect their vacant mind."
return
if(target.mind.special_role in protected_roles)
user << "Their mind is resisting your spell."
return
var/mob/living/victim = target//The target of the spell whos body will be transferred to.
var/mob/caster = user//The wizard/whomever doing the body transferring.
//MIND TRANSFER BEGIN
if(caster.mind.special_verbs.len)//If the caster had any special verbs, remove them from the mob verb list.
for(var/V in caster.mind.special_verbs)//Since the caster is using an object spell system, this is mostly moot.
caster.verbs -= V//But a safety nontheless.
if(victim.mind.special_verbs.len)//Now remove all of the victim's verbs.
for(var/V in victim.mind.special_verbs)
victim.verbs -= V
var/mob/dead/observer/ghost = victim.ghostize(0)
ghost.spell_list = victim.spell_list//If they have spells, transfer them. Now we basically have a backup mob.
caster.mind.transfer_to(victim)
victim.spell_list = caster.spell_list//Now they are inside the victim's body.
if(victim.mind.special_verbs.len)//To add all the special verbs for the original caster.
for(var/V in caster.mind.special_verbs)//Not too important but could come into play.
caster.verbs += V
ghost.mind.transfer_to(caster)
caster.key = ghost.key //have to transfer the key since the mind was not active
caster.spell_list = ghost.spell_list
if(caster.mind.special_verbs.len)//If they had any special verbs, we add them here.
for(var/V in caster.mind.special_verbs)
caster.verbs += V
//MIND TRANSFER END
//Here we paralyze both mobs and knock them out for a time.
caster.Paralyse(paralysis_amount_caster)
victim.Paralyse(paralysis_amount_victim)