Files
fulpstation/code/game/gamemodes/wizard/soulstone.dm
kingofkosmos c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00

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/obj/item/device/soulstone
name = "soulstone shard"
icon = 'icons/obj/wizard.dmi'
icon_state = "soulstone"
item_state = "electronic"
desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefacts power."
w_class = 1.0
slot_flags = SLOT_BELT
origin_tech = "bluespace=4;materials=4"
var/imprinted = "empty"
var/usability = 0
/obj/item/device/soulstone/anybody
usability = 1
/obj/item/device/soulstone/pickup(mob/living/user as mob)
if(!iscultist(user) && !iswizard(user) && !usability)
user << "<span class='danger'>An overwhelming feeling of dread comes over you as you pick up the soulstone. It would be wise to be rid of this quickly.</span>"
user.Dizzy(120)
//////////////////////////////Capturing////////////////////////////////////////////////////////
/obj/item/device/soulstone/attack(mob/living/carbon/human/M as mob, mob/user as mob)
if(!iscultist(user) && !iswizard(user) && !usability)
user.Paralyse(5)
user << "<span class='userdanger'>Your body is wracked with debilitating pain!</span>"
return
if(!istype(M, /mob/living/carbon/human))//If target is not a human.
return ..()
if(istype(M, /mob/living/carbon/human/dummy))
return..()
add_logs(user, M, "captured [M.name]'s soul", object=src)
transfer_soul("VICTIM", M, user)
return
///////////////////Options for using captured souls///////////////////////////////////////
/obj/item/device/soulstone/attack_self(mob/user)
if (!in_range(src, user))
return
if(!iscultist(user) && !iswizard(user) && !usability)
user.Paralyse(5)
user << "<span class='userdanger'>Your body is wracked with debilitating pain!</span>"
return
user.set_machine(src)
var/dat = "<TT><B>Soul Stone</B><BR>"
for(var/mob/living/simple_animal/shade/A in src)
dat += "Captured Soul: [A.name]<br>"
dat += {"<A href='byond://?src=\ref[src];choice=Summon'>Summon Shade</A>"}
dat += "<br>"
dat += {"<a href='byond://?src=\ref[src];choice=Close'>Close</a>"}
user << browse(dat, "window=aicard")
onclose(user, "aicard")
return
/obj/item/device/soulstone/Topic(href, href_list)
var/mob/U = usr
if (!in_range(src, U)||U.machine!=src)
U << browse(null, "window=aicard")
U.unset_machine()
return
add_fingerprint(U)
U.set_machine(src)
switch(href_list["choice"])//Now we switch based on choice.
if ("Close")
U << browse(null, "window=aicard")
U.unset_machine()
return
if ("Summon")
for(var/mob/living/simple_animal/shade/A in src)
A.status_flags &= ~GODMODE
A.canmove = 1
A.loc = U.loc
A.cancel_camera()
src.icon_state = "soulstone"
if(iswizard(U) || usability)
A << "<b>You have been released from your prison, but you are still bound to [U.name]'s will. Help them suceed in their goals at all costs.</b>"
else if(iscultist(U))
A << "<b>You have been released from your prison, but you are still bound to the cult's will. Help them suceed in their goals at all costs.</b>"
attack_self(U)
///////////////////////////Transferring to constructs/////////////////////////////////////////////////////
/obj/structure/constructshell
name = "empty shell"
icon = 'icons/obj/wizard.dmi'
icon_state = "construct"
desc = "A wicked machine used by those skilled in magical arts. It is inactive"
/obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob, params)
if(istype(O, /obj/item/device/soulstone))
var/obj/item/device/soulstone/SS = O
SS.transfer_soul("CONSTRUCT",src,user)
////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
/obj/item/device/soulstone/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob).
switch(choice)
if("FORCE")
if(!iscarbon(target)) //TO-DO: Add sacrifice stoning for non-organics, just because you have no body doesnt mean you dont have a soul
return 0
var/mob/living/carbon/T = target
var/obj/item/device/soulstone/C = src
if(T.client != null)
if(C.contents.len)
return 0
else
for(var/obj/item/W in T)
T.unEquip(W)
init_shade(C, T, U)
//qdel T //Gib instead
return 1
return 0
if("VICTIM")
var/mob/living/carbon/human/T = target
var/obj/item/device/soulstone/C = src
if(ticker.mode.name == "cult" && T.mind == ticker.mode:sacrifice_target)
if(iscultist(U))
U << "<span class='danger'>The Geometer of blood wants this mortal sacrificed with the rune.</span>"
else
U << "<span class='danger'>The soul stone doesn't work for no apparent reason.</span>"
return 0
if(C.imprinted != "empty")
U << "<span class='userdanger'>Capture failed!</span>: The soul stone has already been imprinted with [C.imprinted]'s mind!"
else
if (T.stat == 0)
U << "<span class='userdanger'>Capture failed!</span>: Kill or maim the victim first!"
else
if(T.client == null)
U << "<span class='userdanger'>Capture failed!</span>: The soul has already fled it's mortal frame."
else
if(C.contents.len)
U << "<span class='userdanger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
else
for(var/obj/item/W in T)
T.unEquip(W)
init_shade(C, T, U, vic = 1)
qdel(T)
if("SHADE")
var/mob/living/simple_animal/shade/T = target
var/obj/item/device/soulstone/C = src
if (T.stat == DEAD)
U << "<span class='userdanger'>Capture failed!</span>: The shade has already been banished!"
else
if(C.contents.len)
U << "<span class='userdanger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
else
if(T.name != C.imprinted)
U << "<span class='userdanger'>Capture failed!</span>: The soul stone has already been imprinted with [C.imprinted]'s mind!"
else
T.loc = C //put shade in stone
T.status_flags |= GODMODE
T.canmove = 0
T.health = T.maxHealth
C.icon_state = "soulstone2"
T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
if(U != T)
U << "<span class='info'><b>Capture successful!</b>:</span> [T.name]'s has been recaptured and stored within the soul stone."
if("CONSTRUCT")
var/obj/structure/constructshell/T = target
var/obj/item/device/soulstone/C = src
var/mob/living/simple_animal/shade/A = locate() in C
if(A)
var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
if(!T || !T.loc)
return
switch(construct_class)
if("Juggernaut")
makeNewConstruct(/mob/living/simple_animal/construct/armored, A, U)
if("Wraith")
makeNewConstruct(/mob/living/simple_animal/construct/wraith, A, U)
if("Artificer")
makeNewConstruct(/mob/living/simple_animal/construct/builder, A, U)
qdel(T)
qdel(C)
else
U << "<span class='userdanger'>Creation failed!</span>: The soul stone is empty! Go kill someone!"
return
/proc/makeNewConstruct(var/mob/living/simple_animal/construct/ctype, var/mob/target, var/mob/stoner = null, cultoverride = 0)
var/mob/living/simple_animal/construct/newstruct = new ctype(get_turf(target))
newstruct.faction |= "\ref[stoner]"
newstruct.key = target.key
if(stoner && iscultist(stoner) || cultoverride)
if(ticker.mode.name == "cult")
ticker.mode:add_cultist(newstruct.mind)
else
ticker.mode.cult+=newstruct.mind
ticker.mode.update_cult_icons_added(newstruct.mind)
newstruct << newstruct.playstyle_string
if(stoner && iswizard(stoner))
newstruct << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
else if(stoner && iscultist(stoner))
newstruct << "<B>You are still bound to serve the cult, follow their orders and help them complete their goals at all costs.</B>"
else newstruct << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
newstruct.cancel_camera()
/obj/item/device/soulstone/proc/init_shade(var/obj/item/device/soulstone/C, var/mob/living/carbon/human/T, var/mob/U as mob, var/vic = 0)
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
T.invisibility = 101
var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = T
flick("dust-h", animation)
qdel(animation)
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
S.loc = C //put shade in stone
S.status_flags |= GODMODE //So they won't die inside the stone somehow
S.canmove = 0//Can't move out of the soul stone
S.name = "Shade of [T.real_name]"
S.real_name = "Shade of [T.real_name]"
S.key = T.key
S.faction |= "\ref[U]" //Add the master as a faction, allowing inter-mob cooperation
if(iscultist(U))
ticker.mode.add_cultist(S.mind,2)
S.cancel_camera()
C.icon_state = "soulstone2"
C.name = "Soul Stone: [S.real_name]"
if(iswizard(U) || usability)
S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
else if(iscultist(U))
S << "Your soul has been captured! You are now bound to the cult's will, help them suceed in their goals at all costs."
C.imprinted = "[S.name]"
if(vic)
U << "<span class='info'><b>Capture successful!</b>:</span> [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."