/obj/item/projectile/magic name = "bolt of nothing" icon_state = "energy" damage = 0 damage_type = OXY nodamage = 1 armour_penetration = 100 flag = MAGIC /obj/item/projectile/magic/death name = "bolt of death" icon_state = "pulse1_bl" /obj/item/projectile/magic/death/on_hit(target) . = ..() if(ismob(target)) var/mob/M = target if(M.anti_magic_check()) M.visible_message("[src] vanishes on contact with [target]!") return BULLET_ACT_BLOCK M.death(0) /obj/item/projectile/magic/resurrection name = "bolt of resurrection" icon_state = "ion" damage = 0 damage_type = OXY nodamage = 1 /obj/item/projectile/magic/resurrection/on_hit(mob/living/carbon/target) . = ..() if(isliving(target)) if(target.hellbound) return BULLET_ACT_BLOCK if(target.anti_magic_check()) target.visible_message("[src] vanishes on contact with [target]!") return BULLET_ACT_BLOCK if(iscarbon(target)) var/mob/living/carbon/C = target if(HAS_TRAIT(C, TRAIT_DULLAHAN)) //No accidental instagibbing dullahans please C.regenerate_limbs() C.regenerate_organs() if(target.revive(full_heal = 1)) target.grab_ghost(force = TRUE) // even suicides to_chat(target, "You rise with a start, you're alive!!!") else if(target.stat != DEAD) to_chat(target, "You feel great!") /obj/item/projectile/magic/teleport name = "bolt of teleportation" icon_state = "bluespace" damage = 0 damage_type = OXY nodamage = 1 var/inner_tele_radius = 0 var/outer_tele_radius = 6 /obj/item/projectile/magic/teleport/on_hit(mob/target) . = ..() if(ismob(target)) var/mob/M = target if(M.anti_magic_check()) M.visible_message("[src] fizzles on contact with [target]!") return BULLET_ACT_BLOCK var/teleammount = 0 var/teleloc = target if(!isturf(target)) teleloc = target.loc for(var/atom/movable/stuff in teleloc) if(!stuff.anchored && stuff.loc) if(do_teleport(stuff, stuff, 10, channel = TELEPORT_CHANNEL_MAGIC)) teleammount++ var/datum/effect_system/smoke_spread/smoke = new smoke.set_up(max(round(4 - teleammount),0), stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity smoke.start() /obj/item/projectile/magic/door name = "bolt of door creation" icon_state = "energy" damage = 0 damage_type = OXY nodamage = 1 var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond) /obj/item/projectile/magic/door/on_hit(atom/target) . = ..() if(istype(target, /obj/machinery/door)) OpenDoor(target) else var/turf/T = get_turf(target) if(isclosedturf(T) && !isindestructiblewall(T)) CreateDoor(T) /obj/item/projectile/magic/door/proc/CreateDoor(turf/T) var/door_type = pick(door_types) var/obj/structure/mineral_door/D = new door_type(T) T.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR) D.Open() /obj/item/projectile/magic/door/proc/OpenDoor(var/obj/machinery/door/D) if(istype(D, /obj/machinery/door/airlock)) var/obj/machinery/door/airlock/A = D A.locked = FALSE D.open() /obj/item/projectile/magic/change name = "bolt of change" icon_state = "ice_1" damage = 0 damage_type = BURN nodamage = 1 /obj/item/projectile/magic/change/on_hit(atom/change) . = ..() if(ismob(change)) var/mob/M = change if(M.anti_magic_check()) M.visible_message("[src] fizzles on contact with [M]!") qdel(src) return BULLET_ACT_BLOCK wabbajack(change) qdel(src) /proc/wabbajack(mob/living/M) if(!istype(M) || M.stat == DEAD || M.mob_transforming || (GODMODE & M.status_flags)) return M.mob_transforming = TRUE M.Paralyze(INFINITY) M.icon = null M.cut_overlays() M.invisibility = INVISIBILITY_ABSTRACT var/list/contents = M.contents.Copy() if(iscyborg(M)) var/mob/living/silicon/robot/Robot = M if(Robot.mmi) qdel(Robot.mmi) Robot.notify_ai(NEW_BORG) else for(var/obj/item/W in contents) if(!M.dropItemToGround(W)) qdel(W) var/mob/living/new_mob var/randomize = pick("monkey","robot","slime","xeno","humanoid","animal") switch(randomize) if("monkey") new_mob = new /mob/living/carbon/monkey(M.loc) if("robot") var/robot = pick(200;/mob/living/silicon/robot, /mob/living/silicon/robot/modules/syndicate, /mob/living/silicon/robot/modules/syndicate/medical, /mob/living/silicon/robot/modules/syndicate/saboteur, 200;/mob/living/simple_animal/drone/polymorphed) new_mob = new robot(M.loc) if(issilicon(new_mob)) new_mob.gender = M.gender new_mob.invisibility = 0 new_mob.job = "Cyborg" var/mob/living/silicon/robot/Robot = new_mob Robot.lawupdate = FALSE Robot.connected_ai = null Robot.mmi.transfer_identity(M) //Does not transfer key/client. Robot.clear_inherent_laws(0) Robot.clear_zeroth_law(0) if("slime") new_mob = new /mob/living/simple_animal/slime/random(M.loc) if("xeno") var/Xe if(M.ckey) Xe = pick(/mob/living/carbon/alien/humanoid/hunter,/mob/living/carbon/alien/humanoid/sentinel) else Xe = pick(/mob/living/carbon/alien/humanoid/hunter,/mob/living/simple_animal/hostile/alien/sentinel) new_mob = new Xe(M.loc) if("animal") var/path = pick(/mob/living/simple_animal/hostile/carp, /mob/living/simple_animal/hostile/bear, /mob/living/simple_animal/hostile/mushroom, /mob/living/simple_animal/hostile/retaliate/bat, /mob/living/simple_animal/hostile/retaliate/goat, /mob/living/simple_animal/hostile/killertomato, /mob/living/simple_animal/hostile/poison/giant_spider, /mob/living/simple_animal/hostile/poison/giant_spider/hunter, /mob/living/simple_animal/hostile/blob/blobbernaut/independent, /mob/living/simple_animal/hostile/asteroid/basilisk/watcher, /mob/living/simple_animal/hostile/asteroid/goliath/beast, /mob/living/simple_animal/hostile/morph, /mob/living/simple_animal/hostile/stickman, /mob/living/simple_animal/hostile/stickman/dog, /mob/living/simple_animal/hostile/megafauna/dragon/lesser, /mob/living/simple_animal/hostile/gorilla, /mob/living/simple_animal/parrot, /mob/living/simple_animal/pet/dog/corgi, /mob/living/simple_animal/crab, /mob/living/simple_animal/pet/dog/pug, /mob/living/simple_animal/pet/cat, /mob/living/simple_animal/mouse, /mob/living/simple_animal/chicken, /mob/living/simple_animal/cow, /mob/living/simple_animal/hostile/lizard, /mob/living/simple_animal/pet/fox, /mob/living/simple_animal/butterfly, /mob/living/simple_animal/pet/cat/cak, /mob/living/simple_animal/chick, /mob/living/simple_animal/pickle) new_mob = new path(M.loc) if("humanoid") if(prob(50)) new_mob = new /mob/living/carbon/human(M.loc) else var/hooman = pick(subtypesof(/mob/living/carbon/human/species)) new_mob =new hooman(M.loc) var/datum/preferences/A = new() //Randomize appearance for the human A.copy_to(new_mob, FALSE) var/mob/living/carbon/human/H = new_mob H.update_body() H.update_hair() H.update_body_parts() H.dna.update_dna_identity() if(!new_mob) return // Some forms can still wear some items for(var/obj/item/W in contents) new_mob.equip_to_appropriate_slot(W) M.log_message("became [new_mob.real_name]", LOG_ATTACK, color="orange") new_mob.a_intent = INTENT_HARM M.wabbajack_act(new_mob) to_chat(new_mob, "Your form morphs into that of a [randomize].") var/poly_msg = CONFIG_GET(keyed_list/policy)["polymorph"] if(poly_msg) to_chat(new_mob, poly_msg) M.transfer_observers_to(new_mob) qdel(M) return new_mob /obj/item/projectile/magic/animate name = "bolt of animation" icon_state = "red_1" damage = 0 damage_type = BURN nodamage = 1 /obj/item/projectile/magic/animate/on_hit(atom/target, blocked = FALSE) target.animate_atom_living(firer) . = ..() /atom/proc/animate_atom_living(var/mob/living/owner = null) if((isitem(src) || isstructure(src)) && !is_type_in_list(src, GLOB.protected_objects)) if(istype(src, /obj/structure/statue/petrified)) var/obj/structure/statue/petrified/P = src if(P.petrified_mob) var/mob/living/L = P.petrified_mob var/mob/living/simple_animal/hostile/statue/S = new(P.loc, owner) S.name = "statue of [L.name]" if(owner) S.faction = list("[REF(owner)]") S.icon = P.icon S.icon_state = P.icon_state S.copy_overlays(P, TRUE) S.color = P.color S.atom_colours = P.atom_colours.Copy() if(L.mind) L.mind.transfer_to(S) if(owner) to_chat(S, "You are an animated statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator.") P.forceMove(S) return else var/obj/O = src if(istype(O, /obj/item/gun)) new /mob/living/simple_animal/hostile/mimic/copy/ranged(loc, src, owner) else new /mob/living/simple_animal/hostile/mimic/copy(loc, src, owner) else if(istype(src, /mob/living/simple_animal/hostile/mimic/copy)) // Change our allegiance! var/mob/living/simple_animal/hostile/mimic/copy/C = src if(owner) C.ChangeOwner(owner) /obj/item/projectile/magic/spellblade name = "blade energy" icon_state = "lavastaff" damage = 15 damage_type = BURN flag = MAGIC dismemberment = 50 nodamage = 0 /obj/item/projectile/magic/spellblade/on_hit(target) if(ismob(target)) var/mob/M = target if(M.anti_magic_check()) M.visible_message("[src] vanishes on contact with [target]!") qdel(src) return BULLET_ACT_BLOCK . = ..() /obj/item/projectile/magic/arcane_barrage name = "arcane bolt" icon_state = "arcane_barrage" damage = 20 damage_type = BURN nodamage = 0 armour_penetration = 0 flag = MAGIC hitsound = 'sound/weapons/barragespellhit.ogg' /obj/item/projectile/magic/arcane_barrage/on_hit(target) if(ismob(target)) var/mob/M = target if(M.anti_magic_check()) M.visible_message("[src] vanishes on contact with [target]!") qdel(src) return BULLET_ACT_BLOCK . = ..() /obj/item/projectile/magic/locker name = "locker bolt" icon_state = "locker" nodamage = TRUE flag = MAGIC var/weld = TRUE var/created = FALSE //prevents creation of more then one locker if it has multiple hits var/locker_suck = TRUE /obj/item/projectile/magic/locker/prehit_pierce(atom/A) . = ..() if(ismob(A) && locker_suck) var/mob/M = A if(M.anti_magic_check()) // no this doesn't check if ..() returned to phase through do I care no it's magic ain't gotta explain shit - Silly-Cons M.visible_message("[src] vanishes on contact with [A]!") return PROJECTILE_DELETE_WITHOUT_HITTING if(M.anchored) return M.forceMove(src) return PROJECTILE_PIERCE_PHASE /obj/item/projectile/magic/locker/on_hit(target) if(created) return ..() var/obj/structure/closet/decay/C = new(get_turf(src)) if(LAZYLEN(contents)) for(var/atom/movable/AM in contents) C.insert(AM) C.welded = weld C.update_icon() created = TRUE return ..() /obj/item/projectile/magic/locker/Destroy() locker_suck = FALSE for(var/atom/movable/AM in contents) AM.forceMove(get_turf(src)) . = ..() /obj/structure/closet/decay breakout_time = 600 icon_welded = null var/magic_icon = "cursed" var/weakened_icon = "decursed" var/auto_destroy = TRUE /obj/structure/closet/decay/Initialize(mapload) . = ..() if(auto_destroy) addtimer(CALLBACK(src, .proc/bust_open), 5 MINUTES) addtimer(CALLBACK(src, .proc/magicly_lock), 5) /obj/structure/closet/decay/proc/magicly_lock() if(!welded) return icon_state = magic_icon update_icon() /obj/structure/closet/decay/after_weld(weld_state) if(weld_state) unmagify() /obj/structure/closet/decay/proc/decay() animate(src, alpha = 0, time = 30) addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, src), 30) /obj/structure/closet/decay/open(mob/living/user) . = ..() if(.) if(icon_state == magic_icon) //check if we used the magic icon at all before giving it the lesser magic icon unmagify() else addtimer(CALLBACK(src, .proc/decay), 15 SECONDS) /obj/structure/closet/decay/proc/unmagify() icon_state = weakened_icon update_icon() addtimer(CALLBACK(src, .proc/decay), 15 SECONDS) icon_welded = "welded" /obj/item/projectile/magic/aoe name = "Area Bolt" desc = "What the fuck does this do?!" damage = 0 var/proxdet = TRUE /obj/item/projectile/magic/aoe/Range() if(proxdet) for(var/mob/living/L in range(1, get_turf(src))) if(L.stat != DEAD && L != firer && !L.anti_magic_check()) return Bump(L) ..() /obj/item/projectile/magic/aoe/lightning name = "lightning bolt" icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~ damage = 15 damage_type = BURN nodamage = 0 pixels_per_second = TILES_TO_PIXELS(33.33) flag = MAGIC var/zap_power = 20000 var/zap_range = 15 var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE var/chain var/mob/living/caster /obj/item/projectile/magic/aoe/lightning/fire(setAngle) if(caster) chain = caster.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY) ..() /obj/item/projectile/magic/aoe/lightning/on_hit(target) . = ..() if(ismob(target)) var/mob/M = target if(M.anti_magic_check()) visible_message("[src] fizzles on contact with [target]!") qdel(src) return BULLET_ACT_BLOCK tesla_zap(src, zap_range, zap_power, zap_flags) qdel(src) /obj/item/projectile/magic/aoe/lightning/Destroy() qdel(chain) . = ..() /obj/item/projectile/magic/aoe/fireball name = "bolt of fireball" icon_state = "fireball" damage = 10 damage_type = BRUTE nodamage = 0 //explosion values var/exp_heavy = 0 var/exp_light = 2 var/exp_flash = 3 var/exp_fire = 2 /obj/item/projectile/magic/aoe/fireball/on_hit(target) . = ..() if(ismob(target)) var/mob/living/M = target if(M.anti_magic_check()) visible_message("[src] vanishes into smoke on contact with [target]!") return BULLET_ACT_BLOCK M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately var/turf/T = get_turf(target) explosion(T, -1, exp_heavy, exp_light, exp_flash, 0, flame_range = exp_fire) /obj/item/projectile/magic/aoe/fireball/infernal name = "infernal fireball" exp_heavy = -1 exp_light = -1 exp_flash = 4 exp_fire= 5 /obj/item/projectile/magic/aoe/fireball/infernal/on_hit(target) . = ..() if(ismob(target)) var/mob/living/M = target if(M.anti_magic_check()) return BULLET_ACT_BLOCK var/turf/T = get_turf(target) for(var/i=0, i<50, i+=10) addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i) /obj/item/projectile/magic/nuclear name = "\proper blazing manliness" icon_state = "nuclear" nodamage = TRUE var/mob/living/victim = null var/used = 0 /obj/item/projectile/magic/nuclear/on_hit(target) if(used) return BULLET_ACT_HIT new/obj/effect/temp_visual/slugboom(get_turf(src)) if(ismob(target)) if(target == victim) return BULLET_ACT_FORCE_PIERCE used = 1 visible_message("[victim] slams into [target] with explosive force!") explosion(src, 2, 3, 4, -1, TRUE, FALSE, 5) else used = 1 victim.take_overall_damage(30,30) victim.DefaultCombatKnockdown(60) explosion(src, -1, -1, -1, -1, FALSE, FALSE, 5) return BULLET_ACT_HIT /obj/item/projectile/magic/nuclear/Destroy() for(var/atom/movable/AM in contents) AM.forceMove(get_turf(src)) . = ..()