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https://github.com/vgstation-coders/vgstation13.git
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Recoded the spellbook. Should fix the bug which stopped the staff of animation spawning, and prevent similar bugs in the future.
Moved the spellbook define into spellbook.dm, in the wizard gamemode folder. Moved the old spells.dm to unused. Added some new guns to summon guns. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5549 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
585
code/unused/spells.dm
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585
code/unused/spells.dm
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@@ -0,0 +1,585 @@
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//the old style proc spells. not sure why these were removed in favour of obj style spells, in all honesty.
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//BLIND
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/client/proc/blind()
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set category = "Spells"
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set name = "Blind"
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set desc = "This spell temporarly blinds a single person and does not require wizard garb."
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var/mob/M = input(usr, "Who do you wish to blind?") as mob in oview()
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if(M)
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/blind
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spawn(300)
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usr.verbs += /client/proc/blind
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usr.whisper("STI KALY")
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var/obj/effect/overlay/B = new /obj/effect/overlay( M.loc )
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B.icon_state = "blspell"
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B.icon = 'icons/obj/wizard.dmi'
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B.name = "spell"
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B.anchored = 1
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B.density = 0
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B.layer = 4
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M.canmove = 0
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spawn(5)
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del(B)
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M.canmove = 1
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M << text("\blue Your eyes cry out in pain!")
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M.disabilities |= NEARSIGHTED
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spawn(300)
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M.disabilities &= ~NEARSIGHTED
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M.eye_blind = 10
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M.eye_blurry = 20
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return
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//MAGIC MISSILE
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/client/proc/magicmissile()
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set category = "Spells"
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set name = "Magic missile"
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set desc = "This spell fires several, slow moving, magic projectiles at nearby targets."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.say("FORTI GY AMA")
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for (var/mob/living/M as mob in oview())
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spawn(0)
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var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
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A.icon_state = "magicm"
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A.icon = 'icons/obj/wizard.dmi'
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A.name = "a magic missile"
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A.anchored = 0
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A.density = 0
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A.layer = 4
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var/i
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for(i=0, i<20, i++)
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if (!istype(M)) //it happens sometimes --rastaf0
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break
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var/obj/effect/overlay/B = new /obj/effect/overlay( A.loc )
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B.icon_state = "magicmd"
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B.icon = 'icons/obj/wizard.dmi'
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B.name = "trail"
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B.anchored = 1
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B.density = 0
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B.layer = 3
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spawn(5)
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del(B)
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step_to(A,M,0)
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if (get_dist(A,M) == 0)
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M.Weaken(5)
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M.take_overall_damage(0,10)
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del(A)
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return
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sleep(5)
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del(A)
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usr.verbs -= /client/proc/magicmissile
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spawn(100)
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usr.verbs += /client/proc/magicmissile
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//SMOKE
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/client/proc/smokecloud()
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set category = "Spells"
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set name = "Smoke"
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set desc = "This spell spawns a cloud of choking smoke at your location and does not require wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/smokecloud
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spawn(120)
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usr.verbs += /client/proc/smokecloud
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var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
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smoke.set_up(10, 0, usr.loc)
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smoke.start()
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//SLEEP SMOKE
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///client/proc/smokecloud()
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//
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// set category = "Spells"
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// set name = "Sleep Smoke"
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// 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."
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// if(usr.stat)
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// src << "Not when you are incapacitated."
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// return
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// if(!usr.casting()) return
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// usr.verbs -= /client/proc/smokecloud
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// spawn(120)
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// usr.verbs += /client/proc/smokecloud
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// var/datum/effect/system/sleep_smoke_spread/smoke = new /datum/effect/system/sleep_smoke_spread()
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// smoke.set_up(10, 0, usr.loc)
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// smoke.start()
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//FORCE WALL
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/obj/effect/forcefield
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desc = "A space wizard's magic wall."
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name = "FORCEWALL"
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icon = 'icons/effects/effects.dmi'
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icon_state = "m_shield"
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anchored = 1.0
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opacity = 0
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density = 1
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unacidable = 1
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bullet_act(var/obj/item/projectile/Proj, var/def_zone)
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var/turf/T = get_turf(src.loc)
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if(T)
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for(var/mob/M in T)
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Proj.on_hit(M,M.bullet_act(Proj, def_zone))
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return
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/client/proc/forcewall()
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set category = "Spells"
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set name = "Forcewall"
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set desc = "This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/forcewall
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spawn(100)
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usr.verbs += /client/proc/forcewall
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var/forcefield
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usr.whisper("TARCOL MINTI ZHERI")
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forcefield = new /obj/effect/forcefield(locate(usr.x,usr.y,usr.z))
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spawn (300)
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del (forcefield)
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return
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//FIREBALLAN
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/client/proc/fireball()
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set category = "Spells"
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set name = "Fireball"
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set desc = "This spell fires a fireball at a target and does not require wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/fireball
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spawn(100)
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usr.verbs += /client/proc/fireball
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usr.say("ONI SOMA")
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var/mob/living/user = src
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if(!istype(user))
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return
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var/i
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var/turf/T
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var/range = 15
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var/x = user.loc.x
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var/y = user.loc.y
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var/z = user.loc.z
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switch(user.dir)
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if(NORTH)
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T = get_turf(locate(x, y + range, z))
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if(EAST)
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T = get_turf(locate(x + range, y, z))
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if(SOUTH)
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T = get_turf(locate(x, y - range, z))
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if(WEST)
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T = get_turf(locate(x - range, y, z))
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else
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return
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var/obj/effect/overlay/A = new /obj/effect/overlay( usr.loc )
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A.icon_state = "fireball"
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A.icon = 'icons/obj/wizard.dmi'
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A.name = "a fireball"
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A.anchored = 0
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A.density = 0
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A.luminosity = 3
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step_to(A, T, 0)
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for(i=0, i<100, i++)
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var/hit = 0
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var/moving = step_to(A,T,0)
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for(var/mob/living/target in range(1, A))
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hit = 1
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target.take_overall_damage(20,25)
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if(hit)
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explosion(A.loc, -1, -1, 2, 2)
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del(A)
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return
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if(!moving)
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explosion(A.loc, -1, -1, 2, 2)
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del(A)
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return
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sleep(2)
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if(A)
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explosion(A.loc, -1, -1, 2, 2)
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del(A)
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return
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//KNOCK
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/client/proc/knock()
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set category = "Spells"
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set name = "Knock"
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set desc = "This spell opens nearby doors and does not require wizard garb."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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// if(!usr.casting()) return
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usr.verbs -= /client/proc/knock
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spawn(100)
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usr.verbs += /client/proc/knock
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usr.whisper("AULIE OXIN FIERA")
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for(var/obj/machinery/door/G in oview(3))
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spawn(1)
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G.open()
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return
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//KILL
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/mob/proc/kill(mob/living/M as mob in oview(1))
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set category = "Spells"
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set name = "Disintegrate"
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set desc = "This spell instantly kills somebody adjacent to you with the vilest of magick."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.verbs -= /mob/proc/kill
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spawn(600)
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usr.verbs += /mob/proc/kill
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usr.say("EI NATH")
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(4, 1, M)
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s.start()
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M.dust()
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//DISABLE TECH
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/mob/proc/tech()
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set category = "Spells"
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set name = "Disable Technology"
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set desc = "This spell disables all weapons, cameras and most other technology in range."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.verbs -= /mob/proc/tech
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spawn(400)
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usr.verbs += /mob/proc/tech
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usr.say("NEC CANTIO")
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empulse(src, 6, 10)
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return
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//BLINK
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/client/proc/blink()
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set category = "Spells"
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set name = "Blink"
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set desc = "This spell randomly teleports you a short distance."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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var/list/turfs = new/list()
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for(var/turf/T in orange(6))
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if(istype(T,/turf/space)) continue
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if(T.density) continue
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if(T.x>world.maxx-4 || T.x<4) continue //putting them at the edge is dumb
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if(T.y>world.maxy-4 || T.y<4) continue
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turfs += T
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if(!turfs.len) turfs += pick(/turf in orange(6))
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var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
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smoke.set_up(10, 0, usr.loc)
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smoke.start()
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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usr.loc = picked
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usr.verbs -= /client/proc/blink
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spawn(40)
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usr.verbs += /client/proc/blink
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//TELEPORT
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/mob/proc/teleport()
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set category = "Spells"
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set name = "Teleport"
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set desc = "This spell teleports you to a type of area of your selection."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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var/A
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usr.verbs -= /mob/proc/teleport
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/*
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var/list/theareas = new/list()
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for(var/area/AR in world)
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if(istype(AR, /area/shuttle) || istype(AR, /area/syndicate_station)) continue
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if(theareas.Find(AR.name)) continue
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var/turf/picked = pick(get_area_turfs(AR.type))
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if (picked.z == src.z)
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theareas += AR.name
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theareas[AR.name] = AR
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*/
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A = input("Area to jump to", "BOOYEA", A) in teleportlocs
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spawn(600)
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usr.verbs += /mob/proc/teleport
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var/area/thearea = teleportlocs[A]
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usr.say("SCYAR NILA [uppertext(A)]")
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var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
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smoke.set_up(5, 0, usr.loc)
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smoke.attach(usr)
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smoke.start()
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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if(!T.density)
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var/clear = 1
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for(var/obj/O in T)
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if(O.density)
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clear = 0
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break
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if(clear)
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L+=T
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if(!L.len)
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usr <<"The spell matrix was unable to locate a suitable teleport destination for an unknown reason. Sorry."
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return
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var/attempt = 0
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var/success = 0
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while(!success)
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success = Move(pick(L))
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if(attempt > 20) break //Failsafe
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if(!success)
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usr.loc = pick(L)
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smoke.start()
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//JAUNT
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/client/proc/jaunt()
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set category = "Spells"
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set name = "Ethereal Jaunt"
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set desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
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if(usr.stat)
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src << "Not when you are incapacitated."
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return
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if(!usr.casting()) return
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usr.verbs -= /client/proc/jaunt
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spawn(300)
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usr.verbs += /client/proc/jaunt
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spell_jaunt(usr)
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/proc/spell_jaunt(var/mob/H, time = 50)
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if(H.stat) return
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spawn(0)
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var/mobloc = get_turf(H.loc)
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var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
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var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
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animation.name = "water"
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animation.density = 0
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animation.anchored = 1
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animation.icon = 'icons/mob/mob.dmi'
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animation.icon_state = "liquify"
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animation.layer = 5
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animation.master = holder
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flick("liquify",animation)
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H.loc = holder
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H.client.eye = holder
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
|
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steam.set_up(10, 0, mobloc)
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steam.start()
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sleep(time)
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mobloc = get_turf(H.loc)
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animation.loc = mobloc
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steam.location = mobloc
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steam.start()
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H.canmove = 0
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sleep(20)
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flick("reappear",animation)
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sleep(5)
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if(!H.Move(mobloc))
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for(var/direction in list(1,2,4,8,5,6,9,10))
|
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var/turf/T = get_step(mobloc, direction)
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if(T)
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if(H.Move(T))
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break
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H.canmove = 1
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H.client.eye = H
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del(animation)
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del(holder)
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/*
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||||
/obj/effect/dummy/spell_jaunt
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||||
name = "water"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "nothing"
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||||
var/canmove = 1
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||||
density = 0
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||||
anchored = 1
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||||
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/obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction)
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if (!src.canmove) return
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switch(direction)
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if(NORTH)
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||||
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)
|
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src.y--
|
||||
src.x++
|
||||
if(SOUTHWEST)
|
||||
src.y--
|
||||
src.x--
|
||||
src.canmove = 0
|
||||
spawn(2) src.canmove = 1
|
||||
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||||
/obj/effect/dummy/spell_jaunt/ex_act(blah)
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||||
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 << 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
|
||||
//Remove special verbs from both mobs
|
||||
if(U.mind.special_verbs.len)
|
||||
for(var/V in U.mind.special_verbs)
|
||||
U.verbs -= V
|
||||
if(H.mind.special_verbs.len)
|
||||
for(var/V in H.mind.special_verbs)
|
||||
H.verbs -= V
|
||||
|
||||
//empty out H
|
||||
var/mob/dead/observer/G = H.ghostize(0) //Transfers H to a temporary mob
|
||||
|
||||
//Start the Transfer
|
||||
U.mind.transfer_to(H)
|
||||
G.mind.transfer_to(U)
|
||||
U.key = G.key //has to be called explicitly since ghostize() set the datum/mind/var/active = 0
|
||||
|
||||
//Re-add those special verbs and stuff
|
||||
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."
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
Reference in New Issue
Block a user