Files
Polaris/code/game/gamemodes/wizard/spells.dm
Erthilo 36effbacc2 TG: There's a metric assload of stuff here, mostly in preparation to my massive
traitor expansion, so I'll try to be brief:

- I added in the foundations for traitor factions. See factions.dm for all the
different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list.
Mutation enumerated-identifiers are added into this list. For instance, TK = 1,
COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise
operations could not actually be used after a certain size (because BYOND is
stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under
implantnanoaug.dm for a list of implants and implaners. As mentioned previously,
they are completely functional but may be slightly OP. Among these nanoaugs are
Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer,
Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't
go into detail as to what they do, but hopefully they should be self-
explanitory. If not, check out their descriptions in the file previously
mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg
file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side
sprites because of a technical little issue. I'll change it back to the original
soon). It can be retracted and expanded. Probably only going to be given to
traitors.

- A couple of minor bugfixes here and there, along with some code tidying.

Hope this isn't too large a commit. I intended it to be MUCH larger, but I've
decided to split up my Traitor Factions expansion into smaller commits.
Revision: r3692
Author: 	 vageyenaman
2012-06-02 19:46:18 +01:00

583 lines
15 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.Weaken(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/effect/system/bad_smoke_spread/smoke = new /datum/effect/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/effect/system/spark_spread/s = new /datum/effect/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/effect/system/harmless_smoke_spread/smoke = new /datum/effect/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/effect/system/harmless_smoke_spread/smoke = new /datum/effect/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/effect/system/harmless_smoke_spread/smoke = new /datum/effect/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 <<"Invalid teleport destination."
return
else
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/effect/system/steam_spread/steam = new /datum/effect/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 (!(HULK in usr.mutations))
usr.mutations.Add(HULK)
if (!(LASER in usr.mutations))
usr.mutations.Add(LASER)
spawn (300)
if (LASER in usr.mutations) usr.mutations.Remove(LASER)
if (HULK in usr.mutations) usr.mutations.Remove(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.Paralyse(20)
H.Paralyse(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