Whitespace Standardization [MDB IGNORE] (#15748)

* Update settings

* Whitespace changes

* Comment out merger hooks in gitattributes

Corrupt maps would have to be resolved in repo before hooks could be updated

* Revert "Whitespace changes"

This reverts commit afbdd1d844.

* Whitespace again minus example

* Gitignore example changelog

* Restore changelog merge setting

* Keep older dmi hook attribute until hooks can be updated

* update vscode settings too

* Renormalize remaining

* Revert "Gitignore example changelog"

This reverts commit de22ad375d.

* Attempt to normalize example.yml (and another file I guess)

* Try again
This commit is contained in:
Drathek
2024-02-20 02:28:51 -08:00
committed by GitHub
parent 3b61f677b3
commit 7c8bb85de3
1175 changed files with 818171 additions and 818145 deletions
+24 -24
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@@ -1,25 +1,25 @@
/*
Aoe turf spells target a ring of tiles around the user
This ring has an outer radius (range) and an inner radius (inner_radius)
Aoe turf spells have two useful flags: IGNOREDENSE and IGNORESPACE. These are explained in setup.dm
*/
/spell/aoe_turf //affects all turfs in view or range (depends)
spell_flags = IGNOREDENSE
var/inner_radius = -1 //for all your ring spell needs
/spell/aoe_turf/choose_targets(mob/user = usr)
var/list/targets = list()
for(var/turf/target in view_or_range(range, holder, selection_type))
if(!(target in view_or_range(inner_radius, holder, selection_type)))
if(target.density && (spell_flags & IGNOREDENSE))
continue
if(istype(target, /turf/space) && (spell_flags & IGNORESPACE))
continue
targets += target
if(!targets.len) //doesn't waste the spell
return
/*
Aoe turf spells target a ring of tiles around the user
This ring has an outer radius (range) and an inner radius (inner_radius)
Aoe turf spells have two useful flags: IGNOREDENSE and IGNORESPACE. These are explained in setup.dm
*/
/spell/aoe_turf //affects all turfs in view or range (depends)
spell_flags = IGNOREDENSE
var/inner_radius = -1 //for all your ring spell needs
/spell/aoe_turf/choose_targets(mob/user = usr)
var/list/targets = list()
for(var/turf/target in view_or_range(range, holder, selection_type))
if(!(target in view_or_range(inner_radius, holder, selection_type)))
if(target.density && (spell_flags & IGNOREDENSE))
continue
if(istype(target, /turf/space) && (spell_flags & IGNORESPACE))
continue
targets += target
if(!targets.len) //doesn't waste the spell
return
return targets
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//////////////////////Scrying orb//////////////////////
/obj/item/weapon/scrying
name = "scrying orb"
desc = "An incandescent orb of otherworldly energy, staring into it gives you vision beyond mortal means."
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
throw_speed = 3
throw_range = 7
throwforce = 10
damtype = BURN
force = 10
hitsound = 'sound/items/welder2.ogg'
/obj/item/weapon/scrying/attack_self(mob/user as mob)
if((user.mind && !wizards.is_antagonist(user.mind)))
to_chat(user, "<span class='warning'>You stare into the orb and see nothing but your own reflection.</span>")
return
to_chat(user, "<span class='info'>You can see... everything!</span>")
visible_message("<span class='danger'>[user] stares into [src], their eyes glazing over.</span>")
user.teleop = user.ghostize(1)
announce_ghost_joinleave(user.teleop, 1, "You feel that they used a powerful artifact to [pick("invade","disturb","disrupt","infest","taint","spoil","blight")] this place with their presence.")
return
//////////////////////Scrying orb//////////////////////
/obj/item/weapon/scrying
name = "scrying orb"
desc = "An incandescent orb of otherworldly energy, staring into it gives you vision beyond mortal means."
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
throw_speed = 3
throw_range = 7
throwforce = 10
damtype = BURN
force = 10
hitsound = 'sound/items/welder2.ogg'
/obj/item/weapon/scrying/attack_self(mob/user as mob)
if((user.mind && !wizards.is_antagonist(user.mind)))
to_chat(user, "<span class='warning'>You stare into the orb and see nothing but your own reflection.</span>")
return
to_chat(user, "<span class='info'>You can see... everything!</span>")
visible_message("<span class='danger'>[user] stares into [src], their eyes glazing over.</span>")
user.teleop = user.ghostize(1)
announce_ghost_joinleave(user.teleop, 1, "You feel that they used a powerful artifact to [pick("invade","disturb","disrupt","infest","taint","spoil","blight")] this place with their presence.")
return
+428 -428
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@@ -1,428 +1,428 @@
/obj/item/weapon/spellbook
name = "spell book"
desc = "The legendary book of spells of the wizard."
icon = 'icons/obj/library.dmi'
icon_state ="spellbook"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
var/uses = 5
var/temp = null
var/max_uses = 5
var/op = 1
/obj/item/weapon/spellbook/attack_self(mob/user = usr)
if(!user)
return
if((user.mind && !wizards.is_antagonist(user.mind)))
to_chat(usr, "<span class='warning'>You stare at the book but cannot make sense of the markings!</span>")
return
user.set_machine(src)
var/dat
if(temp)
dat = "[temp]<BR><BR><A href='byond://?src=\ref[src];temp=1'>Clear</A>"
else
// AUTOFIXED BY fix_string_idiocy.py
dat = {"<B>The Book of Spells:</B><BR>
Spells left to memorize: [uses]<BR>
<HR>
<B>Memorize which spell:</B><BR>
<I>The number after the spell name is the cooldown time.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=magicmissile'>Magic Missile</A> (10)<BR>
<I>This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=fireball'>Fireball</A> (10)<BR>
<I>This spell fires a fireball in the direction you're facing and does not require wizard garb. Be careful not to fire it at people that are standing next to you.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=disabletech'>Disable Technology</A> (60)<BR>
<I>This spell disables all weapons, cameras and most other technology in range.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=smoke'>Smoke</A> (10)<BR>
<I>This spell spawns a cloud of choking smoke at your location and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=blind'>Blind</A> (30)<BR>
<I>This spell temporarly blinds a single person and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=subjugation'>Subjugation</A> (30)<BR>
<I>This spell temporarily subjugates a target's mind and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=forcewall'>Forcewall</A> (10)<BR>
<I>This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=blink'>Blink</A> (2)<BR>
<I>This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=teleport'>Teleport</A> (60)<BR>
<I>This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=mutate'>Mutate</A> (60)<BR>
<I>This spell causes you to turn into a hulk and gain telekinesis for a short while.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=etherealjaunt'>Ethereal Jaunt</A> (60)<BR>
<I>This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=knock'>Knock</A> (10)<BR>
<I>This spell opens nearby doors and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=noclothes'>Remove Clothes Requirement</A> <b>Warning: this takes away 2 spell choices.</b><BR>
<HR>
<B>Artefacts:</B><BR>
Powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells.<BR>
It is recommended that only experienced wizards attempt to wield such artefacts.<BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=mentalfocus'>Mental Focus</A><BR>
<I>An artefact that channels the will of the user into destructive bolts of force.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=soulstone'>Six Soul Stone Shards and the spell Artificer</A><BR>
<I>Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=armor'>Mastercrafted Armor Set</A><BR>
<I>An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=staffanimation'>Staff of Animation</A><BR>
<I>An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=scrying'>Scrying Orb</A><BR>
<I>An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision.</I><BR>
<HR>"}
// END AUTOFIX
if(op)
dat += "<A href='byond://?src=\ref[src];spell_choice=rememorize'>Re-memorize Spells</A><BR>"
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/weapon/spellbook/Topic(href, href_list)
..()
var/mob/living/carbon/human/H = usr
if(H.stat || H.restrained())
return
if(!istype(H, /mob/living/carbon/human))
return 1
if(H.mind.special_role == "apprentice")
temp = "If you got caught sneaking a peak from your teacher's spellbook, you'd likely be expelled from the Wizard Academy. Better not."
return
if(loc == H || (in_range(src, H) && istype(loc, /turf)))
H.set_machine(src)
if(href_list["spell_choice"])
if(href_list["spell_choice"] == "rememorize")
var/area/wizard_station/A = locate()
if(usr in A.contents)
uses = max_uses
H.spellremove()
temp = "All spells have been removed. You may now memorize a new set of spells."
feedback_add_details("wizard_spell_learned","UM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
else
temp = "You may only re-memorize spells whilst located inside the wizard sanctuary."
else if(uses >= 1 && max_uses >=1)
if(href_list["spell_choice"] == "noclothes")
if(uses < 2)
return
uses--
/*
*/
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", subjugation = "Subjugation", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", staffchange = "Staff of Change", mentalfocus = "Mental Focus", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation", noclothes = "No Clothes")
var/already_knows = 0
for(var/spell/aspell in H.spell_list)
if(available_spells[href_list["spell_choice"]] == initial(aspell.name))
already_knows = 1
if(!aspell.can_improve())
temp = "This spell cannot be improved further."
uses++
break
else
if(aspell.can_improve("speed") && aspell.can_improve("power"))
switch(tgui_alert(src, "Do you want to upgrade this spell's speed or power?", "Select Upgrade", list("Speed", "Power", "Cancel")))
if("Speed")
temp = aspell.quicken_spell()
if("Power")
temp = aspell.empower_spell()
else
uses++
break
else if (aspell.can_improve("speed"))
temp = aspell.quicken_spell()
else if (aspell.can_improve("power"))
temp = aspell.empower_spell()
/*
*/
if(!already_knows)
switch(href_list["spell_choice"])
if("noclothes")
feedback_add_details("wizard_spell_learned","NC")
H.add_spell(new/spell/noclothes)
temp = "This teaches you how to use your spells without your magical garb, truely you are the wizardest."
uses--
if("magicmissile")
feedback_add_details("wizard_spell_learned","MM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/projectile/magic_missile)
temp = "You have learned magic missile."
if("fireball")
feedback_add_details("wizard_spell_learned","FB") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/projectile/dumbfire/fireball)
temp = "You have learned fireball."
if("disabletech")
feedback_add_details("wizard_spell_learned","DT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/disable_tech)
temp = "You have learned disable technology."
if("smoke")
feedback_add_details("wizard_spell_learned","SM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/smoke)
temp = "You have learned smoke."
if("blind")
feedback_add_details("wizard_spell_learned","BD") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/genetic/blind)
temp = "You have learned blind."
if("subjugation")
feedback_add_details("wizard_spell_learned","SJ") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/subjugation)
temp = "You have learned subjugate."
// if("mindswap")
// feedback_add_details("wizard_spell_learned","MT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
// H.add_spell(new/spell/targeted/mind_transfer)
// temp = "You have learned mindswap."
if("forcewall")
feedback_add_details("wizard_spell_learned","FW") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/conjure/forcewall)
temp = "You have learned forcewall."
if("blink")
feedback_add_details("wizard_spell_learned","BL") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/blink)
temp = "You have learned blink."
if("teleport")
feedback_add_details("wizard_spell_learned","TP") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/area_teleport)
temp = "You have learned teleport."
if("mutate")
feedback_add_details("wizard_spell_learned","MU") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/genetic/mutate)
temp = "You have learned mutate."
if("etherealjaunt")
feedback_add_details("wizard_spell_learned","EJ") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/ethereal_jaunt)
temp = "You have learned ethereal jaunt."
if("knock")
feedback_add_details("wizard_spell_learned","KN") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/knock)
temp = "You have learned knock."
// if("horseman")
// feedback_add_details("wizard_spell_learned","HH") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
// H.add_spell(new/spell/targeted/equip_item/horsemask)
// temp = "You have learned curse of the horseman."
if("mentalfocus")
feedback_add_details("wizard_spell_learned","MF") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/energy/staff/focus(get_turf(H))
temp = "An artefact that channels the will of the user into destructive bolts of force."
max_uses--
if("soulstone")
feedback_add_details("wizard_spell_learned","SS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/storage/belt/soulstone/full(get_turf(H))
H.add_spell(new/spell/aoe_turf/conjure/construct)
temp = "You have purchased a belt full of soulstones and have learned the artificer spell."
max_uses--
if("armor")
feedback_add_details("wizard_spell_learned","HS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/clothing/shoes/sandal(get_turf(H)) //In case they've lost them.
new /obj/item/clothing/gloves/purple(get_turf(H))//To complete the outfit
new /obj/item/clothing/suit/space/void/wizard(get_turf(H))
new /obj/item/clothing/head/helmet/space/void/wizard(get_turf(H))
temp = "You have purchased a suit of wizard armor."
max_uses--
if("scrying")
feedback_add_details("wizard_spell_learned","SO") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/scrying(get_turf(H))
if (!(XRAY in H.mutations))
H.mutations.Add(XRAY)
H.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
H.see_in_dark = 8
H.see_invisible = SEE_INVISIBLE_LEVEL_TWO
to_chat(H, "<span class='notice'>The walls suddenly disappear.</span>")
temp = "You have purchased a scrying orb, and gained x-ray vision."
max_uses--
else
if(href_list["temp"])
temp = null
attack_self()
return
//Single Use Spellbooks//
/obj/item/weapon/spellbook/oneuse
var/spell = /spell/targeted/projectile/magic_missile //just a placeholder to avoid runtimes if someone spawned the generic
var/spellname = "sandbox"
var/used = 0
name = "spellbook of "
uses = 1
max_uses = 1
desc = "This template spellbook was never meant for the eyes of man..."
/obj/item/weapon/spellbook/oneuse/New()
..()
name += spellname
/obj/item/weapon/spellbook/oneuse/attack_self(mob/user as mob)
var/spell/S = new spell(user)
for(var/spell/knownspell in user.spell_list)
if(knownspell.type == S.type)
if(user.mind)
// TODO: Update to new antagonist system.
if(user.mind.special_role == "apprentice" || user.mind.special_role == "Wizard")
to_chat(user, "<span class='notice'>You're already far more versed in this spell than this flimsy how-to book can provide.</span>")
else
to_chat(user, "<span class='notice'>You've already read this one.</span>")
return
if(used)
recoil(user)
else
user.add_spell(S)
to_chat(user, "<span class='notice'>you rapidly read through the arcane book. Suddenly you realize you understand [spellname]!</span>")
user.attack_log += text("\[[time_stamp()]\] [span_orange("[user.real_name] ([user.ckey]) learned the spell [spellname] ([S]).")]")
onlearned(user)
/obj/item/weapon/spellbook/oneuse/proc/recoil(mob/user as mob)
user.visible_message("<span class='warning'>[src] glows in a black light!</span>")
/obj/item/weapon/spellbook/oneuse/proc/onlearned(mob/user as mob)
used = 1
user.visible_message("<span class='caution'>[src] glows dark for a second!</span>")
/obj/item/weapon/spellbook/oneuse/attackby()
return
/obj/item/weapon/spellbook/oneuse/fireball
spell = /spell/targeted/projectile/dumbfire/fireball
spellname = "fireball"
icon_state ="bookfireball"
desc = "This book feels warm to the touch."
/obj/item/weapon/spellbook/oneuse/fireball/recoil(mob/user as mob)
..()
explosion(user.loc, -1, 0, 2, 3, 0)
qdel(src)
/obj/item/weapon/spellbook/oneuse/smoke
spell = /spell/aoe_turf/smoke
spellname = "smoke"
icon_state ="booksmoke"
desc = "This book is overflowing with the dank arts."
/obj/item/weapon/spellbook/oneuse/smoke/recoil(mob/living/user as mob)
..()
to_chat(user, "<span class='caution'>Your stomach rumbles...</span>")
if(user.nutrition)
user.adjust_nutrition(-200)
/obj/item/weapon/spellbook/oneuse/blind
spell = /spell/targeted/genetic/blind
spellname = "blind"
icon_state ="bookblind"
desc = "This book looks blurry, no matter how you look at it."
/obj/item/weapon/spellbook/oneuse/blind/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>You go blind!</span>")
user.Blind(10)
/obj/item/weapon/spellbook/oneuse/mindswap
spell = /spell/targeted/mind_transfer
spellname = "mindswap"
icon_state ="bookmindswap"
desc = "This book's cover is pristine, though its pages look ragged and torn."
var/mob/stored_swap = null //Used in used book recoils to store an identity for mindswaps
/obj/item/weapon/spellbook/oneuse/mindswap/onlearned()
spellname = pick("fireball","smoke","blind","forcewall","knock","horses","charge")
icon_state = "book[spellname]"
name = "spellbook of [spellname]" //Note, desc doesn't change by design
..()
/obj/item/weapon/spellbook/oneuse/mindswap/recoil(mob/user as mob)
..()
if(stored_swap in dead_mob_list)
stored_swap = null
if(!stored_swap)
stored_swap = user
to_chat(user, "<span class='warning'>For a moment you feel like you don't even know who you are anymore.</span>")
return
if(stored_swap == user)
to_chat(user, "<span class='notice'>You stare at the book some more, but there doesn't seem to be anything else to learn...</span>")
return
if(user.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs -= V
if(stored_swap.mind.special_verbs.len)
for(var/V in stored_swap.mind.special_verbs)
stored_swap.verbs -= V
var/mob/observer/dead/ghost = stored_swap.ghostize(0)
ghost.spell_list = stored_swap.spell_list
user.mind.transfer_to(stored_swap)
stored_swap.spell_list = user.spell_list
if(stored_swap.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs += V
ghost.mind.transfer_to(user)
user.key = ghost.key
user.spell_list = ghost.spell_list
if(user.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs += V
to_chat(stored_swap, "<span class='warning'>You're suddenly somewhere else... and someone else?!</span>")
to_chat(user, "<span class='warning'>Suddenly you're staring at [src] again... where are you, who are you?!</span>")
stored_swap = null
/obj/item/weapon/spellbook/oneuse/forcewall
spell = /spell/aoe_turf/conjure/forcewall
spellname = "forcewall"
icon_state ="bookforcewall"
desc = "This book has a dedication to mimes everywhere inside the front cover."
/obj/item/weapon/spellbook/oneuse/forcewall/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>You suddenly feel very solid!</span>")
var/obj/structure/closet/statue/S = new /obj/structure/closet/statue(user.loc, user)
S.timer = 30
user.drop_item()
/obj/item/weapon/spellbook/oneuse/knock
spell = /spell/aoe_turf/knock
spellname = "knock"
icon_state ="bookknock"
desc = "This book is hard to hold closed properly."
/obj/item/weapon/spellbook/oneuse/knock/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>You're knocked down!</span>")
user.Weaken(20)
/obj/item/weapon/spellbook/oneuse/horsemask
spell = /spell/targeted/equip_item/horsemask
spellname = "horses"
icon_state ="bookhorses"
desc = "This book is more horse than your mind has room for."
/obj/item/weapon/spellbook/oneuse/horsemask/recoil(mob/living/carbon/user as mob)
if(istype(user, /mob/living/carbon/human))
to_chat(user, "<font size='15' color='red'><b>HOR-SIE HAS RISEN</b></font>")
var/obj/item/clothing/mask/horsehead/magichead = new /obj/item/clothing/mask/horsehead
magichead.canremove = FALSE //curses!
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
user.drop_from_inventory(user.wear_mask)
user.equip_to_slot_if_possible(magichead, slot_wear_mask, 1, 1)
qdel(src)
else
to_chat(user, "<span class='notice'>I say thee neigh</span>")
/obj/item/weapon/spellbook/oneuse/charge
spell = /spell/aoe_turf/charge
spellname = "charging"
icon_state ="bookcharge"
desc = "This book is made of 100% post-consumer wizard."
/obj/item/weapon/spellbook/oneuse/charge/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>[src] suddenly feels very warm!</span>")
empulse(src, 1, 1, 1, 1)
/obj/item/weapon/spellbook
name = "spell book"
desc = "The legendary book of spells of the wizard."
icon = 'icons/obj/library.dmi'
icon_state ="spellbook"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
var/uses = 5
var/temp = null
var/max_uses = 5
var/op = 1
/obj/item/weapon/spellbook/attack_self(mob/user = usr)
if(!user)
return
if((user.mind && !wizards.is_antagonist(user.mind)))
to_chat(usr, "<span class='warning'>You stare at the book but cannot make sense of the markings!</span>")
return
user.set_machine(src)
var/dat
if(temp)
dat = "[temp]<BR><BR><A href='byond://?src=\ref[src];temp=1'>Clear</A>"
else
// AUTOFIXED BY fix_string_idiocy.py
dat = {"<B>The Book of Spells:</B><BR>
Spells left to memorize: [uses]<BR>
<HR>
<B>Memorize which spell:</B><BR>
<I>The number after the spell name is the cooldown time.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=magicmissile'>Magic Missile</A> (10)<BR>
<I>This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=fireball'>Fireball</A> (10)<BR>
<I>This spell fires a fireball in the direction you're facing and does not require wizard garb. Be careful not to fire it at people that are standing next to you.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=disabletech'>Disable Technology</A> (60)<BR>
<I>This spell disables all weapons, cameras and most other technology in range.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=smoke'>Smoke</A> (10)<BR>
<I>This spell spawns a cloud of choking smoke at your location and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=blind'>Blind</A> (30)<BR>
<I>This spell temporarly blinds a single person and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=subjugation'>Subjugation</A> (30)<BR>
<I>This spell temporarily subjugates a target's mind and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=forcewall'>Forcewall</A> (10)<BR>
<I>This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=blink'>Blink</A> (2)<BR>
<I>This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=teleport'>Teleport</A> (60)<BR>
<I>This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=mutate'>Mutate</A> (60)<BR>
<I>This spell causes you to turn into a hulk and gain telekinesis for a short while.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=etherealjaunt'>Ethereal Jaunt</A> (60)<BR>
<I>This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=knock'>Knock</A> (10)<BR>
<I>This spell opens nearby doors and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=noclothes'>Remove Clothes Requirement</A> <b>Warning: this takes away 2 spell choices.</b><BR>
<HR>
<B>Artefacts:</B><BR>
Powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells.<BR>
It is recommended that only experienced wizards attempt to wield such artefacts.<BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=mentalfocus'>Mental Focus</A><BR>
<I>An artefact that channels the will of the user into destructive bolts of force.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=soulstone'>Six Soul Stone Shards and the spell Artificer</A><BR>
<I>Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=armor'>Mastercrafted Armor Set</A><BR>
<I>An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=staffanimation'>Staff of Animation</A><BR>
<I>An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines.</I><BR>
<HR>
<A href='byond://?src=\ref[src];spell_choice=scrying'>Scrying Orb</A><BR>
<I>An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision.</I><BR>
<HR>"}
// END AUTOFIX
if(op)
dat += "<A href='byond://?src=\ref[src];spell_choice=rememorize'>Re-memorize Spells</A><BR>"
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/weapon/spellbook/Topic(href, href_list)
..()
var/mob/living/carbon/human/H = usr
if(H.stat || H.restrained())
return
if(!istype(H, /mob/living/carbon/human))
return 1
if(H.mind.special_role == "apprentice")
temp = "If you got caught sneaking a peak from your teacher's spellbook, you'd likely be expelled from the Wizard Academy. Better not."
return
if(loc == H || (in_range(src, H) && istype(loc, /turf)))
H.set_machine(src)
if(href_list["spell_choice"])
if(href_list["spell_choice"] == "rememorize")
var/area/wizard_station/A = locate()
if(usr in A.contents)
uses = max_uses
H.spellremove()
temp = "All spells have been removed. You may now memorize a new set of spells."
feedback_add_details("wizard_spell_learned","UM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
else
temp = "You may only re-memorize spells whilst located inside the wizard sanctuary."
else if(uses >= 1 && max_uses >=1)
if(href_list["spell_choice"] == "noclothes")
if(uses < 2)
return
uses--
/*
*/
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", subjugation = "Subjugation", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", staffchange = "Staff of Change", mentalfocus = "Mental Focus", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation", noclothes = "No Clothes")
var/already_knows = 0
for(var/spell/aspell in H.spell_list)
if(available_spells[href_list["spell_choice"]] == initial(aspell.name))
already_knows = 1
if(!aspell.can_improve())
temp = "This spell cannot be improved further."
uses++
break
else
if(aspell.can_improve("speed") && aspell.can_improve("power"))
switch(tgui_alert(src, "Do you want to upgrade this spell's speed or power?", "Select Upgrade", list("Speed", "Power", "Cancel")))
if("Speed")
temp = aspell.quicken_spell()
if("Power")
temp = aspell.empower_spell()
else
uses++
break
else if (aspell.can_improve("speed"))
temp = aspell.quicken_spell()
else if (aspell.can_improve("power"))
temp = aspell.empower_spell()
/*
*/
if(!already_knows)
switch(href_list["spell_choice"])
if("noclothes")
feedback_add_details("wizard_spell_learned","NC")
H.add_spell(new/spell/noclothes)
temp = "This teaches you how to use your spells without your magical garb, truely you are the wizardest."
uses--
if("magicmissile")
feedback_add_details("wizard_spell_learned","MM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/projectile/magic_missile)
temp = "You have learned magic missile."
if("fireball")
feedback_add_details("wizard_spell_learned","FB") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/projectile/dumbfire/fireball)
temp = "You have learned fireball."
if("disabletech")
feedback_add_details("wizard_spell_learned","DT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/disable_tech)
temp = "You have learned disable technology."
if("smoke")
feedback_add_details("wizard_spell_learned","SM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/smoke)
temp = "You have learned smoke."
if("blind")
feedback_add_details("wizard_spell_learned","BD") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/genetic/blind)
temp = "You have learned blind."
if("subjugation")
feedback_add_details("wizard_spell_learned","SJ") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/subjugation)
temp = "You have learned subjugate."
// if("mindswap")
// feedback_add_details("wizard_spell_learned","MT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
// H.add_spell(new/spell/targeted/mind_transfer)
// temp = "You have learned mindswap."
if("forcewall")
feedback_add_details("wizard_spell_learned","FW") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/conjure/forcewall)
temp = "You have learned forcewall."
if("blink")
feedback_add_details("wizard_spell_learned","BL") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/blink)
temp = "You have learned blink."
if("teleport")
feedback_add_details("wizard_spell_learned","TP") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/area_teleport)
temp = "You have learned teleport."
if("mutate")
feedback_add_details("wizard_spell_learned","MU") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/genetic/mutate)
temp = "You have learned mutate."
if("etherealjaunt")
feedback_add_details("wizard_spell_learned","EJ") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/targeted/ethereal_jaunt)
temp = "You have learned ethereal jaunt."
if("knock")
feedback_add_details("wizard_spell_learned","KN") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.add_spell(new/spell/aoe_turf/knock)
temp = "You have learned knock."
// if("horseman")
// feedback_add_details("wizard_spell_learned","HH") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
// H.add_spell(new/spell/targeted/equip_item/horsemask)
// temp = "You have learned curse of the horseman."
if("mentalfocus")
feedback_add_details("wizard_spell_learned","MF") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/energy/staff/focus(get_turf(H))
temp = "An artefact that channels the will of the user into destructive bolts of force."
max_uses--
if("soulstone")
feedback_add_details("wizard_spell_learned","SS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/storage/belt/soulstone/full(get_turf(H))
H.add_spell(new/spell/aoe_turf/conjure/construct)
temp = "You have purchased a belt full of soulstones and have learned the artificer spell."
max_uses--
if("armor")
feedback_add_details("wizard_spell_learned","HS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/clothing/shoes/sandal(get_turf(H)) //In case they've lost them.
new /obj/item/clothing/gloves/purple(get_turf(H))//To complete the outfit
new /obj/item/clothing/suit/space/void/wizard(get_turf(H))
new /obj/item/clothing/head/helmet/space/void/wizard(get_turf(H))
temp = "You have purchased a suit of wizard armor."
max_uses--
if("scrying")
feedback_add_details("wizard_spell_learned","SO") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/scrying(get_turf(H))
if (!(XRAY in H.mutations))
H.mutations.Add(XRAY)
H.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
H.see_in_dark = 8
H.see_invisible = SEE_INVISIBLE_LEVEL_TWO
to_chat(H, "<span class='notice'>The walls suddenly disappear.</span>")
temp = "You have purchased a scrying orb, and gained x-ray vision."
max_uses--
else
if(href_list["temp"])
temp = null
attack_self()
return
//Single Use Spellbooks//
/obj/item/weapon/spellbook/oneuse
var/spell = /spell/targeted/projectile/magic_missile //just a placeholder to avoid runtimes if someone spawned the generic
var/spellname = "sandbox"
var/used = 0
name = "spellbook of "
uses = 1
max_uses = 1
desc = "This template spellbook was never meant for the eyes of man..."
/obj/item/weapon/spellbook/oneuse/New()
..()
name += spellname
/obj/item/weapon/spellbook/oneuse/attack_self(mob/user as mob)
var/spell/S = new spell(user)
for(var/spell/knownspell in user.spell_list)
if(knownspell.type == S.type)
if(user.mind)
// TODO: Update to new antagonist system.
if(user.mind.special_role == "apprentice" || user.mind.special_role == "Wizard")
to_chat(user, "<span class='notice'>You're already far more versed in this spell than this flimsy how-to book can provide.</span>")
else
to_chat(user, "<span class='notice'>You've already read this one.</span>")
return
if(used)
recoil(user)
else
user.add_spell(S)
to_chat(user, "<span class='notice'>you rapidly read through the arcane book. Suddenly you realize you understand [spellname]!</span>")
user.attack_log += text("\[[time_stamp()]\] [span_orange("[user.real_name] ([user.ckey]) learned the spell [spellname] ([S]).")]")
onlearned(user)
/obj/item/weapon/spellbook/oneuse/proc/recoil(mob/user as mob)
user.visible_message("<span class='warning'>[src] glows in a black light!</span>")
/obj/item/weapon/spellbook/oneuse/proc/onlearned(mob/user as mob)
used = 1
user.visible_message("<span class='caution'>[src] glows dark for a second!</span>")
/obj/item/weapon/spellbook/oneuse/attackby()
return
/obj/item/weapon/spellbook/oneuse/fireball
spell = /spell/targeted/projectile/dumbfire/fireball
spellname = "fireball"
icon_state ="bookfireball"
desc = "This book feels warm to the touch."
/obj/item/weapon/spellbook/oneuse/fireball/recoil(mob/user as mob)
..()
explosion(user.loc, -1, 0, 2, 3, 0)
qdel(src)
/obj/item/weapon/spellbook/oneuse/smoke
spell = /spell/aoe_turf/smoke
spellname = "smoke"
icon_state ="booksmoke"
desc = "This book is overflowing with the dank arts."
/obj/item/weapon/spellbook/oneuse/smoke/recoil(mob/living/user as mob)
..()
to_chat(user, "<span class='caution'>Your stomach rumbles...</span>")
if(user.nutrition)
user.adjust_nutrition(-200)
/obj/item/weapon/spellbook/oneuse/blind
spell = /spell/targeted/genetic/blind
spellname = "blind"
icon_state ="bookblind"
desc = "This book looks blurry, no matter how you look at it."
/obj/item/weapon/spellbook/oneuse/blind/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>You go blind!</span>")
user.Blind(10)
/obj/item/weapon/spellbook/oneuse/mindswap
spell = /spell/targeted/mind_transfer
spellname = "mindswap"
icon_state ="bookmindswap"
desc = "This book's cover is pristine, though its pages look ragged and torn."
var/mob/stored_swap = null //Used in used book recoils to store an identity for mindswaps
/obj/item/weapon/spellbook/oneuse/mindswap/onlearned()
spellname = pick("fireball","smoke","blind","forcewall","knock","horses","charge")
icon_state = "book[spellname]"
name = "spellbook of [spellname]" //Note, desc doesn't change by design
..()
/obj/item/weapon/spellbook/oneuse/mindswap/recoil(mob/user as mob)
..()
if(stored_swap in dead_mob_list)
stored_swap = null
if(!stored_swap)
stored_swap = user
to_chat(user, "<span class='warning'>For a moment you feel like you don't even know who you are anymore.</span>")
return
if(stored_swap == user)
to_chat(user, "<span class='notice'>You stare at the book some more, but there doesn't seem to be anything else to learn...</span>")
return
if(user.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs -= V
if(stored_swap.mind.special_verbs.len)
for(var/V in stored_swap.mind.special_verbs)
stored_swap.verbs -= V
var/mob/observer/dead/ghost = stored_swap.ghostize(0)
ghost.spell_list = stored_swap.spell_list
user.mind.transfer_to(stored_swap)
stored_swap.spell_list = user.spell_list
if(stored_swap.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs += V
ghost.mind.transfer_to(user)
user.key = ghost.key
user.spell_list = ghost.spell_list
if(user.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs += V
to_chat(stored_swap, "<span class='warning'>You're suddenly somewhere else... and someone else?!</span>")
to_chat(user, "<span class='warning'>Suddenly you're staring at [src] again... where are you, who are you?!</span>")
stored_swap = null
/obj/item/weapon/spellbook/oneuse/forcewall
spell = /spell/aoe_turf/conjure/forcewall
spellname = "forcewall"
icon_state ="bookforcewall"
desc = "This book has a dedication to mimes everywhere inside the front cover."
/obj/item/weapon/spellbook/oneuse/forcewall/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>You suddenly feel very solid!</span>")
var/obj/structure/closet/statue/S = new /obj/structure/closet/statue(user.loc, user)
S.timer = 30
user.drop_item()
/obj/item/weapon/spellbook/oneuse/knock
spell = /spell/aoe_turf/knock
spellname = "knock"
icon_state ="bookknock"
desc = "This book is hard to hold closed properly."
/obj/item/weapon/spellbook/oneuse/knock/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>You're knocked down!</span>")
user.Weaken(20)
/obj/item/weapon/spellbook/oneuse/horsemask
spell = /spell/targeted/equip_item/horsemask
spellname = "horses"
icon_state ="bookhorses"
desc = "This book is more horse than your mind has room for."
/obj/item/weapon/spellbook/oneuse/horsemask/recoil(mob/living/carbon/user as mob)
if(istype(user, /mob/living/carbon/human))
to_chat(user, "<font size='15' color='red'><b>HOR-SIE HAS RISEN</b></font>")
var/obj/item/clothing/mask/horsehead/magichead = new /obj/item/clothing/mask/horsehead
magichead.canremove = FALSE //curses!
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
user.drop_from_inventory(user.wear_mask)
user.equip_to_slot_if_possible(magichead, slot_wear_mask, 1, 1)
qdel(src)
else
to_chat(user, "<span class='notice'>I say thee neigh</span>")
/obj/item/weapon/spellbook/oneuse/charge
spell = /spell/aoe_turf/charge
spellname = "charging"
icon_state ="bookcharge"
desc = "This book is made of 100% post-consumer wizard."
/obj/item/weapon/spellbook/oneuse/charge/recoil(mob/user as mob)
..()
to_chat(user, "<span class='warning'>[src] suddenly feels very warm!</span>")
empulse(src, 1, 1, 1, 1)
+88 -88
View File
@@ -1,88 +1,88 @@
/datum/mind
var/list/learned_spells
/mob/Life()
..()
if(spell_masters && spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.update_spells(0, src)
/mob/Login()
..()
if(spell_masters)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.toggle_open(1)
client.screen -= spell_master
/mob/Stat()
. = ..()
if(. && spell_list && spell_list.len)
for(var/spell/S in spell_list)
if((!S.connected_button) || !statpanel(S.panel))
continue //Not showing the noclothes spell
switch(S.charge_type)
if(Sp_RECHARGE)
statpanel(S.panel,"[S.charge_counter/10.0]/[S.charge_max/10]",S.connected_button)
if(Sp_CHARGES)
statpanel(S.panel,"[S.charge_counter]/[S.charge_max]",S.connected_button)
if(Sp_HOLDVAR)
statpanel(S.panel,"[S.holder_var_type] [S.holder_var_amount]",S.connected_button)
/hook/clone/proc/restore_spells(var/mob/H)
if(H.mind && H.mind.learned_spells)
for(var/spell/spell_to_add in H.mind.learned_spells)
H.add_spell(spell_to_add)
/mob/proc/add_spell(var/spell/spell_to_add, var/spell_base = "wiz_spell_ready", var/master_type = /obj/screen/movable/spell_master)
if(!spell_masters)
spell_masters = list()
if(spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
if(spell_master.type == master_type)
spell_list.Add(spell_to_add)
spell_master.add_spell(spell_to_add)
return 1
var/obj/screen/movable/spell_master/new_spell_master = new master_type //we're here because either we didn't find our type, or we have no spell masters to attach to
if(client)
src.client.screen += new_spell_master
new_spell_master.spell_holder = src
new_spell_master.add_spell(spell_to_add)
if(spell_base)
new_spell_master.icon_state = spell_base
spell_masters.Add(new_spell_master)
spell_list.Add(spell_to_add)
if(mind)
if(!mind.learned_spells)
mind.learned_spells = list()
mind.learned_spells += spell_to_add
return 1
/mob/proc/remove_spell(var/spell/spell_to_remove)
if(!spell_to_remove || !istype(spell_to_remove))
return
if(!(spell_to_remove in spell_list))
return
if(!spell_masters || !spell_masters.len)
return
if(mind && mind.learned_spells)
mind.learned_spells.Remove(spell_to_remove)
spell_list.Remove(spell_to_remove)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.remove_spell(spell_to_remove)
return 1
/mob/proc/silence_spells(var/amount = 0)
if(!(amount >= 0))
return
if(!spell_masters || !spell_masters.len)
return
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.silence_spells(amount)
/datum/mind
var/list/learned_spells
/mob/Life()
..()
if(spell_masters && spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.update_spells(0, src)
/mob/Login()
..()
if(spell_masters)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.toggle_open(1)
client.screen -= spell_master
/mob/Stat()
. = ..()
if(. && spell_list && spell_list.len)
for(var/spell/S in spell_list)
if((!S.connected_button) || !statpanel(S.panel))
continue //Not showing the noclothes spell
switch(S.charge_type)
if(Sp_RECHARGE)
statpanel(S.panel,"[S.charge_counter/10.0]/[S.charge_max/10]",S.connected_button)
if(Sp_CHARGES)
statpanel(S.panel,"[S.charge_counter]/[S.charge_max]",S.connected_button)
if(Sp_HOLDVAR)
statpanel(S.panel,"[S.holder_var_type] [S.holder_var_amount]",S.connected_button)
/hook/clone/proc/restore_spells(var/mob/H)
if(H.mind && H.mind.learned_spells)
for(var/spell/spell_to_add in H.mind.learned_spells)
H.add_spell(spell_to_add)
/mob/proc/add_spell(var/spell/spell_to_add, var/spell_base = "wiz_spell_ready", var/master_type = /obj/screen/movable/spell_master)
if(!spell_masters)
spell_masters = list()
if(spell_masters.len)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
if(spell_master.type == master_type)
spell_list.Add(spell_to_add)
spell_master.add_spell(spell_to_add)
return 1
var/obj/screen/movable/spell_master/new_spell_master = new master_type //we're here because either we didn't find our type, or we have no spell masters to attach to
if(client)
src.client.screen += new_spell_master
new_spell_master.spell_holder = src
new_spell_master.add_spell(spell_to_add)
if(spell_base)
new_spell_master.icon_state = spell_base
spell_masters.Add(new_spell_master)
spell_list.Add(spell_to_add)
if(mind)
if(!mind.learned_spells)
mind.learned_spells = list()
mind.learned_spells += spell_to_add
return 1
/mob/proc/remove_spell(var/spell/spell_to_remove)
if(!spell_to_remove || !istype(spell_to_remove))
return
if(!(spell_to_remove in spell_list))
return
if(!spell_masters || !spell_masters.len)
return
if(mind && mind.learned_spells)
mind.learned_spells.Remove(spell_to_remove)
spell_list.Remove(spell_to_remove)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.remove_spell(spell_to_remove)
return 1
/mob/proc/silence_spells(var/amount = 0)
if(!(amount >= 0))
return
if(!spell_masters || !spell_masters.len)
return
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
spell_master.silence_spells(amount)
+40 -40
View File
@@ -1,40 +1,40 @@
//You can set duration to 0 to have the items last forever
/spell/targeted/equip_item
name = "equipment spell"
var/list/equipped_summons = list() //assoc list of text ids and paths to spawn
var/list/summoned_items = list() //list of items we summoned and will dispose when the spell runs out
var/delete_old = 1 //if the item previously in the slot is deleted - otherwise, it's dropped
/spell/targeted/equip_item/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/L in targets)
for(var/slot_id in equipped_summons)
var/to_create = equipped_summons[slot_id]
slot_id = text2num(slot_id) //because the index is text, we access this instead
var/obj/item/new_item = summon_item(to_create)
var/obj/item/old_item = L.get_equipped_item(slot_id)
L.equip_to_slot(new_item, slot_id)
if(old_item)
L.remove_from_mob(old_item)
if(delete_old)
qdel(old_item)
else
old_item.loc = L.loc
if(duration)
summoned_items += new_item //we store it in a list to remove later
if(duration)
spawn(duration)
for(var/obj/item/to_remove in summoned_items)
if(istype(to_remove.loc, /mob))
var/mob/M = to_remove.loc
M.remove_from_mob(to_remove)
qdel(to_remove)
/spell/targeted/equip_item/proc/summon_item(var/newtype)
return new newtype
//You can set duration to 0 to have the items last forever
/spell/targeted/equip_item
name = "equipment spell"
var/list/equipped_summons = list() //assoc list of text ids and paths to spawn
var/list/summoned_items = list() //list of items we summoned and will dispose when the spell runs out
var/delete_old = 1 //if the item previously in the slot is deleted - otherwise, it's dropped
/spell/targeted/equip_item/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/L in targets)
for(var/slot_id in equipped_summons)
var/to_create = equipped_summons[slot_id]
slot_id = text2num(slot_id) //because the index is text, we access this instead
var/obj/item/new_item = summon_item(to_create)
var/obj/item/old_item = L.get_equipped_item(slot_id)
L.equip_to_slot(new_item, slot_id)
if(old_item)
L.remove_from_mob(old_item)
if(delete_old)
qdel(old_item)
else
old_item.loc = L.loc
if(duration)
summoned_items += new_item //we store it in a list to remove later
if(duration)
spawn(duration)
for(var/obj/item/to_remove in summoned_items)
if(istype(to_remove.loc, /mob))
var/mob/M = to_remove.loc
M.remove_from_mob(to_remove)
qdel(to_remove)
/spell/targeted/equip_item/proc/summon_item(var/newtype)
return new newtype
+39 -39
View File
@@ -1,39 +1,39 @@
/spell/targeted/equip_item/horsemask
name = "Curse of the Horseman"
desc = "This spell triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated. This spell does not require robes."
school = "transmutation"
charge_type = Sp_RECHARGE
charge_max = 150
charge_counter = 0
spell_flags = 0
invocation = "KN'A FTAGHU, PUCK 'BTHNK!"
invocation_type = SpI_SHOUT
range = 7
max_targets = 1
cooldown_min = 30 //30 deciseconds reduction per rank
selection_type = "range"
compatible_mobs = list(/mob/living/carbon/human)
hud_state = "wiz_horse"
/spell/targeted/equip_item/horsemask/New()
..()
equipped_summons = list("[slot_wear_mask]" = /obj/item/clothing/mask/horsehead)
/spell/targeted/equip_item/horsemask/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/target in targets)
target.visible_message( "<span class='danger'>[target]'s face lights up in fire, and after the event a horse's head takes its place!</span>", \
"<span class='danger'>Your face burns up, and shortly after the fire you realise you have the face of a horse!</span>")
target.flash_eyes()
/spell/targeted/equip_item/horsemask/summon_item(var/new_type)
var/obj/item/new_item = new new_type
new_item.canremove = FALSE //curses!
new_item.unacidable = TRUE
if(istype(new_item, /obj/item/clothing/mask/horsehead))
var/obj/item/clothing/mask/horsehead/magichead = new_item
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
return new_item
/spell/targeted/equip_item/horsemask
name = "Curse of the Horseman"
desc = "This spell triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated. This spell does not require robes."
school = "transmutation"
charge_type = Sp_RECHARGE
charge_max = 150
charge_counter = 0
spell_flags = 0
invocation = "KN'A FTAGHU, PUCK 'BTHNK!"
invocation_type = SpI_SHOUT
range = 7
max_targets = 1
cooldown_min = 30 //30 deciseconds reduction per rank
selection_type = "range"
compatible_mobs = list(/mob/living/carbon/human)
hud_state = "wiz_horse"
/spell/targeted/equip_item/horsemask/New()
..()
equipped_summons = list("[slot_wear_mask]" = /obj/item/clothing/mask/horsehead)
/spell/targeted/equip_item/horsemask/cast(list/targets, mob/user = usr)
..()
for(var/mob/living/target in targets)
target.visible_message( "<span class='danger'>[target]'s face lights up in fire, and after the event a horse's head takes its place!</span>", \
"<span class='danger'>Your face burns up, and shortly after the fire you realise you have the face of a horse!</span>")
target.flash_eyes()
/spell/targeted/equip_item/horsemask/summon_item(var/new_type)
var/obj/item/new_item = new new_type
new_item.canremove = FALSE //curses!
new_item.unacidable = TRUE
if(istype(new_item, /obj/item/clothing/mask/horsehead))
var/obj/item/clothing/mask/horsehead/magichead = new_item
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
return new_item
+144 -144
View File
@@ -1,145 +1,145 @@
/*
Targeted spells (with the exception of dumbfire) select from all the mobs in the defined range
Targeted spells have two useful flags: INCLUDEUSER and SELECTABLE. These are explained in setup.dm
*/
/spell/targeted //can mean aoe for mobs (limited/unlimited number) or one target mob
var/max_targets = 1 //leave 0 for unlimited targets in range, more for limited number of casts (can all target one guy, depends on target_ignore_prev) in range
var/target_ignore_prev = 1 //only important if max_targets > 1, affects if the spell can be cast multiple times at one person from one cast
var/amt_weakened = 0
var/amt_paralysis = 0
var/amt_stunned = 0
var/amt_dizziness = 0
var/amt_confused = 0
var/amt_stuttering = 0
//set to negatives for healing
var/amt_dam_fire = 0
var/amt_dam_brute = 0
var/amt_dam_oxy = 0
var/amt_dam_tox = 0
var/amt_eye_blind = 0
var/amt_eye_blurry = 0
var/list/compatible_mobs = list()
/spell/targeted/choose_targets(mob/user = usr)
var/list/targets = list()
if(max_targets == 0) //unlimited
if(range == -2)
targets = living_mob_list
else
for(var/mob/living/target in view_or_range(range, holder, selection_type))
targets += target
else if(max_targets == 1) //single target can be picked
if((range == 0 || range == -1) && spell_flags & INCLUDEUSER)
targets += user
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/M in starting_targets)
if(!(spell_flags & INCLUDEUSER) && M == user)
continue
if(compatible_mobs && compatible_mobs.len)
if(!is_type_in_list(M, compatible_mobs)) continue
if(compatible_mobs && compatible_mobs.len && !is_type_in_list(M, compatible_mobs))
continue
possible_targets += M
if(possible_targets.len)
if(spell_flags & SELECTABLE) //if we are allowed to choose. see setup.dm for details
var/mob/temp_target = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(temp_target)
targets += temp_target
else
targets += pick(possible_targets)
//Adds a safety check post-input to make sure those targets are actually in range.
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/target in starting_targets)
if(!(spell_flags & INCLUDEUSER) && target == user)
continue
if(compatible_mobs && !is_type_in_list(target, compatible_mobs))
continue
possible_targets += target
if(spell_flags & SELECTABLE)
for(var/i = 1; i<=max_targets, i++)
if(!possible_targets.len)
break
var/mob/M = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(!M)
break
if(range != -2)
if(!(M in view_or_range(range, holder, selection_type)))
continue
targets += M
possible_targets -= M
else
for(var/i=1,i<=max_targets,i++)
if(!possible_targets.len)
break
if(target_ignore_prev)
var/target = pick(possible_targets)
possible_targets -= target
targets += target
else
targets += pick(possible_targets)
if(!(spell_flags & INCLUDEUSER) && (user in targets))
targets -= user
if(compatible_mobs && compatible_mobs.len)
for(var/mob/living/target in targets) //filters out all the non-compatible mobs
if(!is_type_in_list(target, compatible_mobs))
targets -= target
return targets
/spell/targeted/cast(var/list/targets, mob/user)
for(var/mob/living/target in targets)
if(range >= 0)
if(!(target in view_or_range(range, holder, selection_type))) //filter at time of casting
targets -= target
continue
apply_spell_damage(target)
/spell/targeted/proc/apply_spell_damage(mob/living/target)
target.adjustBruteLoss(amt_dam_brute)
target.adjustFireLoss(amt_dam_fire)
target.adjustToxLoss(amt_dam_tox)
target.adjustOxyLoss(amt_dam_oxy)
//disabling
target.Weaken(amt_weakened)
target.Paralyse(amt_paralysis)
target.Stun(amt_stunned)
if(amt_weakened || amt_paralysis || amt_stunned)
if(target.buckled)
target.buckled = null
target.Blind(amt_eye_blind)
target.eye_blurry += amt_eye_blurry
target.dizziness += amt_dizziness
target.Confuse(amt_confused)
/*
Targeted spells (with the exception of dumbfire) select from all the mobs in the defined range
Targeted spells have two useful flags: INCLUDEUSER and SELECTABLE. These are explained in setup.dm
*/
/spell/targeted //can mean aoe for mobs (limited/unlimited number) or one target mob
var/max_targets = 1 //leave 0 for unlimited targets in range, more for limited number of casts (can all target one guy, depends on target_ignore_prev) in range
var/target_ignore_prev = 1 //only important if max_targets > 1, affects if the spell can be cast multiple times at one person from one cast
var/amt_weakened = 0
var/amt_paralysis = 0
var/amt_stunned = 0
var/amt_dizziness = 0
var/amt_confused = 0
var/amt_stuttering = 0
//set to negatives for healing
var/amt_dam_fire = 0
var/amt_dam_brute = 0
var/amt_dam_oxy = 0
var/amt_dam_tox = 0
var/amt_eye_blind = 0
var/amt_eye_blurry = 0
var/list/compatible_mobs = list()
/spell/targeted/choose_targets(mob/user = usr)
var/list/targets = list()
if(max_targets == 0) //unlimited
if(range == -2)
targets = living_mob_list
else
for(var/mob/living/target in view_or_range(range, holder, selection_type))
targets += target
else if(max_targets == 1) //single target can be picked
if((range == 0 || range == -1) && spell_flags & INCLUDEUSER)
targets += user
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/M in starting_targets)
if(!(spell_flags & INCLUDEUSER) && M == user)
continue
if(compatible_mobs && compatible_mobs.len)
if(!is_type_in_list(M, compatible_mobs)) continue
if(compatible_mobs && compatible_mobs.len && !is_type_in_list(M, compatible_mobs))
continue
possible_targets += M
if(possible_targets.len)
if(spell_flags & SELECTABLE) //if we are allowed to choose. see setup.dm for details
var/mob/temp_target = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(temp_target)
targets += temp_target
else
targets += pick(possible_targets)
//Adds a safety check post-input to make sure those targets are actually in range.
else
var/list/possible_targets = list()
var/list/starting_targets
if(range == -2)
starting_targets = living_mob_list
else
starting_targets = view_or_range(range, holder, selection_type)
for(var/mob/living/target in starting_targets)
if(!(spell_flags & INCLUDEUSER) && target == user)
continue
if(compatible_mobs && !is_type_in_list(target, compatible_mobs))
continue
possible_targets += target
if(spell_flags & SELECTABLE)
for(var/i = 1; i<=max_targets, i++)
if(!possible_targets.len)
break
var/mob/M = tgui_input_list(user, "Choose the target for the spell.", "Targeting", possible_targets)
if(!M)
break
if(range != -2)
if(!(M in view_or_range(range, holder, selection_type)))
continue
targets += M
possible_targets -= M
else
for(var/i=1,i<=max_targets,i++)
if(!possible_targets.len)
break
if(target_ignore_prev)
var/target = pick(possible_targets)
possible_targets -= target
targets += target
else
targets += pick(possible_targets)
if(!(spell_flags & INCLUDEUSER) && (user in targets))
targets -= user
if(compatible_mobs && compatible_mobs.len)
for(var/mob/living/target in targets) //filters out all the non-compatible mobs
if(!is_type_in_list(target, compatible_mobs))
targets -= target
return targets
/spell/targeted/cast(var/list/targets, mob/user)
for(var/mob/living/target in targets)
if(range >= 0)
if(!(target in view_or_range(range, holder, selection_type))) //filter at time of casting
targets -= target
continue
apply_spell_damage(target)
/spell/targeted/proc/apply_spell_damage(mob/living/target)
target.adjustBruteLoss(amt_dam_brute)
target.adjustFireLoss(amt_dam_fire)
target.adjustToxLoss(amt_dam_tox)
target.adjustOxyLoss(amt_dam_oxy)
//disabling
target.Weaken(amt_weakened)
target.Paralyse(amt_paralysis)
target.Stun(amt_stunned)
if(amt_weakened || amt_paralysis || amt_stunned)
if(target.buckled)
target.buckled = null
target.Blind(amt_eye_blind)
target.eye_blurry += amt_eye_blurry
target.dizziness += amt_dizziness
target.Confuse(amt_confused)
target.stuttering += amt_stuttering