Revert "PLASE"

This reverts commit 8af225e6e3.
This commit is contained in:
Fermi
2019-11-24 02:44:00 +00:00
parent 8af225e6e3
commit 00601a0c87
2145 changed files with 1387321 additions and 5257 deletions
@@ -0,0 +1,192 @@
/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
light_range = 2
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
ricochets_max = 50 //Honk!
ricochet_chance = 80
is_reflectable = TRUE
/obj/item/projectile/beam/laser
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 40
tracer_type = /obj/effect/projectile/tracer/heavy_laser
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
impact_type = /obj/effect/projectile/impact/heavy_laser
/obj/item/projectile/beam/laser/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.IgniteMob()
else if(isturf(target))
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
/obj/item/projectile/beam/weak
damage = 15
/obj/item/projectile/beam/weak/penetrator
armour_penetration = 50
/obj/item/projectile/beam/practice
name = "practice laser"
damage = 0
nodamage = 1
/obj/item/projectile/beam/scatter
name = "laser pellet"
icon_state = "scatterlaser"
damage = 5
/obj/item/projectile/beam/xray
name = "\improper X-ray beam"
icon_state = "xray"
damage = 15
irradiate = 300
range = 15
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
tracer_type = /obj/effect/projectile/tracer/xray
muzzle_type = /obj/effect/projectile/muzzle/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/disabler
name = "disabler beam"
icon_state = "omnilaser"
damage = 24 // Citadel change for balance from 36
damage_type = STAMINA
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
speed = 0.7
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/disabler
muzzle_type = /obj/effect/projectile/muzzle/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
tracer_type = /obj/effect/projectile/tracer/pulse
muzzle_type = /obj/effect/projectile/muzzle/pulse
impact_type = /obj/effect/projectile/impact/pulse
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
. = ..()
if (!QDELETED(target) && (isturf(target) || istype(target, /obj/structure/)))
target.ex_act(EXPLODE_HEAVY)
/obj/item/projectile/beam/pulse/shotgun
damage = 40
/obj/item/projectile/beam/pulse/heavy
name = "heavy pulse laser"
icon_state = "pulse1_bl"
var/life = 20
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = FALSE)
life -= 10
if(life > 0)
. = -1
..()
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 30
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
return //don't want the emitters to miss
/obj/item/projectile/beam/lasertag
name = "laser tag beam"
icon_state = "omnilaser"
hitsound = null
damage = 0
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit))
if(M.wear_suit.type in suit_types)
M.adjustStaminaLoss(34)
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/lasertag/redtag/hitscan
hitscan = TRUE
/obj/item/projectile/beam/lasertag/redtag/hitscan/holy
name = "lasrifle beam"
damage = 0.1
damage_type = BURN
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
suit_types = list(/obj/item/clothing/suit/redtag)
tracer_type = /obj/effect/projectile/tracer/laser/blue
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
/obj/item/projectile/beam/lasertag/bluetag/hitscan
hitscan = TRUE
/obj/item/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
M.gib()
@@ -0,0 +1,71 @@
// 7.62x38mmR (Nagant Revolver)
/obj/item/projectile/bullet/n762
name = "7.62x38mmR bullet"
damage = 60
// .50AE (Desert Eagle)
/obj/item/projectile/bullet/a50AE
name = ".50AE bullet"
damage = 60
// .38 (Detective's Gun)
/obj/item/projectile/bullet/c38
name = ".38 bullet"
damage = 25
/obj/item/projectile/bullet/c38/rubber
name = ".38 rubber bullet"
damage = 15
stamina = 48
/obj/item/projectile/bullet/c38/trac
name = ".38 TRAC bullet"
damage = 10
/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
. = ..()
var/mob/living/carbon/M = target
var/obj/item/implant/tracking/c38/imp
for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
imp = TI
return
if(!imp)
imp = new /obj/item/implant/tracking/c38(M)
imp.implant(M)
/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
name = ".38 Hot Shot bullet"
damage = 20
/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(6)
M.IgniteMob()
/obj/item/projectile/bullet/c38/iceblox //see /obj/item/projectile/temp for the original code
name = ".38 Iceblox bullet"
damage = 20
var/temperature = 100
/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isliving(target))
var/mob/living/M = target
M.adjust_bodytemperature(((100-blocked)/100)*(temperature - M.bodytemperature))
// .357 (Syndie Revolver)
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
/obj/item/projectile/bullet/a357/ap
name = ".357 armor-piercing bullet"
damage = 45
armour_penetration = 45
@@ -0,0 +1,69 @@
// .45 (M1911 & C20r)
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 20
stamina = 65
/obj/item/projectile/bullet/c45_nostamina
name = ".45 bullet"
damage = 30
/obj/item/projectile/bullet/c45_cleaning
name = ".45 bullet"
damage = 24
stamina = 10
/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
. = ..()
var/turf/T = get_turf(target)
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
for(var/A in T)
if(is_cleanable(A))
qdel(A)
else if(isitem(A))
var/obj/item/cleaned_item = A
SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_item.clean_blood()
if(ismob(cleaned_item.loc))
var/mob/M = cleaned_item.loc
M.regenerate_icons()
else if(ishuman(A))
var/mob/living/carbon/human/cleaned_human = A
if(cleaned_human.lying)
if(cleaned_human.head)
SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.head.clean_blood()
cleaned_human.update_inv_head()
if(cleaned_human.wear_suit)
SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.wear_suit.clean_blood()
cleaned_human.update_inv_wear_suit()
else if(cleaned_human.w_uniform)
SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.w_uniform.clean_blood()
cleaned_human.update_inv_w_uniform()
if(cleaned_human.shoes)
SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes()
SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.clean_blood()
cleaned_human.wash_cream()
cleaned_human.regenerate_icons()
// 4.6x30mm (Autorifles)
/obj/item/projectile/bullet/c46x30mm
name = "4.6x30mm bullet"
damage = 15
/obj/item/projectile/bullet/c46x30mm_ap
name = "4.6x30mm armor-piercing bullet"
damage = 12.5
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
damage = 7.5
fire_stacks = 1
@@ -0,0 +1,46 @@
// .50 (Sniper)
/obj/item/projectile/bullet/p50
name =".50 bullet"
speed = 0.4
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if(isobj(target) && (blocked != 100) && breakthings)
var/obj/O = target
O.take_damage(80, BRUTE, "bullet", FALSE)
return ..()
/obj/item/projectile/bullet/p50/soporific
name =".50 soporific bullet"
armour_penetration = 0
damage = 0
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/p50/penetrator
name =".50 penetrator bullet"
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = TRUE
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
icon_state = "gaussstrong"
damage = 25
speed = 0.3
range = 16
@@ -0,0 +1,29 @@
//Nuclear particle projectile - a deadly side effect of fusion
/obj/item/projectile/energy/nuclear_particle
name = "nuclear particle"
icon_state = "nuclear_particle"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
flag = "rad"
irradiate = 5000
speed = 0.4
hitsound = 'sound/weapons/emitter2.ogg'
impact_type = /obj/effect/projectile/impact/xray
var/static/list/particle_colors = list(
"red" = "#FF0000",
"blue" = "#00FF00",
"green" = "#0000FF",
"yellow" = "#FFFF00",
"cyan" = "#00FFFF",
"purple" = "#FF00FF"
)
/obj/item/projectile/energy/nuclear_particle/Initialize()
. = ..()
//Random color time!
var/our_color = pick(particle_colors)
add_atom_colour(particle_colors[our_color], FIXED_COLOUR_PRIORITY)
set_light(4, 3, particle_colors[our_color]) //Range of 4, brightness of 3 - Same range as a flashlight
/atom/proc/fire_nuclear_particle(angle = rand(0,360)) //used by fusion to fire random nuclear particles. Fires one particle in a random direction.
var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
P.fire(angle)
@@ -0,0 +1,34 @@
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
color = "#FFFF00"
nodamage = 1
knockdown = 60
knockdown_stamoverride = 36
knockdown_stam_max = 50
stutter = 5
jitter = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
tracer_type = /obj/effect/projectile/tracer/stun
muzzle_type = /obj/effect/projectile/muzzle/stun
impact_type = /obj/effect/projectile/impact/stun
var/tase_duration = 50
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
. = ..()
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
do_sparks(1, TRUE, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
SEND_SIGNAL(C, COMSIG_LIVING_MINOR_SHOCK)
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration)
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, TRUE, src)
..()
@@ -0,0 +1,510 @@
/obj/item/projectile/magic
name = "bolt of nothing"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = 1
armour_penetration = 100
flag = "magic"
/obj/item/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
/obj/item/projectile/magic/death/on_hit(target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return
M.death(0)
/obj/item/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
damage = 0
damage_type = OXY
nodamage = 1
/obj/item/projectile/magic/resurrection/on_hit(mob/living/carbon/target)
. = ..()
if(isliving(target))
if(target.hellbound)
return
if(target.anti_magic_check())
target.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return
if(iscarbon(target))
var/mob/living/carbon/C = target
C.regenerate_limbs()
C.regenerate_organs()
if(target.revive(full_heal = 1))
target.grab_ghost(force = TRUE) // even suicides
to_chat(target, "<span class='notice'>You rise with a start, you're alive!!!</span>")
else if(target.stat != DEAD)
to_chat(target, "<span class='notice'>You feel great!</span>")
/obj/item/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
damage = 0
damage_type = OXY
nodamage = 1
var/inner_tele_radius = 0
var/outer_tele_radius = 6
/obj/item/projectile/magic/teleport/on_hit(mob/target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
return
var/teleammount = 0
var/teleloc = target
if(!isturf(target))
teleloc = target.loc
for(var/atom/movable/stuff in teleloc)
if(!stuff.anchored && stuff.loc)
if(do_teleport(stuff, stuff, 10, channel = TELEPORT_CHANNEL_MAGIC))
teleammount++
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(max(round(4 - teleammount),0), stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity
smoke.start()
/obj/item/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = 1
var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond)
/obj/item/projectile/magic/door/on_hit(atom/target)
. = ..()
if(istype(target, /obj/machinery/door))
OpenDoor(target)
else
var/turf/T = get_turf(target)
if(isclosedturf(T) && !isindestructiblewall(T))
CreateDoor(T)
/obj/item/projectile/magic/door/proc/CreateDoor(turf/T)
var/door_type = pick(door_types)
var/obj/structure/mineral_door/D = new door_type(T)
T.ChangeTurf(/turf/open/floor/plating)
D.Open()
/obj/item/projectile/magic/door/proc/OpenDoor(var/obj/machinery/door/D)
if(istype(D, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = D
A.locked = FALSE
D.open()
/obj/item/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
damage = 0
damage_type = BURN
nodamage = 1
/obj/item/projectile/magic/change/on_hit(atom/change)
. = ..()
if(ismob(change))
var/mob/M = change
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] fizzles on contact with [M]!</span>")
qdel(src)
return
wabbajack(change)
qdel(src)
/proc/wabbajack(mob/living/M)
if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
return
M.notransform = 1
M.canmove = 0
M.icon = null
M.cut_overlays()
M.invisibility = INVISIBILITY_ABSTRACT
var/list/contents = M.contents.Copy()
if(iscyborg(M))
var/mob/living/silicon/robot/Robot = M
if(Robot.mmi)
qdel(Robot.mmi)
Robot.notify_ai(NEW_BORG)
else
for(var/obj/item/W in contents)
if(!M.dropItemToGround(W))
qdel(W)
var/mob/living/new_mob
var/randomize = pick("monkey","robot","slime","xeno","humanoid","animal")
switch(randomize)
if("monkey")
new_mob = new /mob/living/carbon/monkey(M.loc)
if("robot")
var/robot = pick(200;/mob/living/silicon/robot,
/mob/living/silicon/robot/modules/syndicate,
/mob/living/silicon/robot/modules/syndicate/medical,
/mob/living/silicon/robot/modules/syndicate/saboteur,
200;/mob/living/simple_animal/drone/polymorphed)
new_mob = new robot(M.loc)
if(issilicon(new_mob))
new_mob.gender = M.gender
new_mob.invisibility = 0
new_mob.job = "Cyborg"
var/mob/living/silicon/robot/Robot = new_mob
Robot.lawupdate = FALSE
Robot.connected_ai = null
Robot.mmi.transfer_identity(M) //Does not transfer key/client.
Robot.clear_inherent_laws(0)
Robot.clear_zeroth_law(0)
if("slime")
new_mob = new /mob/living/simple_animal/slime/random(M.loc)
if("xeno")
var/Xe
if(M.ckey)
Xe = pick(/mob/living/carbon/alien/humanoid/hunter,/mob/living/carbon/alien/humanoid/sentinel)
else
Xe = pick(/mob/living/carbon/alien/humanoid/hunter,/mob/living/simple_animal/hostile/alien/sentinel)
new_mob = new Xe(M.loc)
if("animal")
var/path = pick(/mob/living/simple_animal/hostile/carp,
/mob/living/simple_animal/hostile/bear,
/mob/living/simple_animal/hostile/mushroom,
/mob/living/simple_animal/hostile/statue,
/mob/living/simple_animal/hostile/retaliate/bat,
/mob/living/simple_animal/hostile/retaliate/goat,
/mob/living/simple_animal/hostile/killertomato,
/mob/living/simple_animal/hostile/poison/giant_spider,
/mob/living/simple_animal/hostile/poison/giant_spider/hunter,
/mob/living/simple_animal/hostile/blob/blobbernaut/independent,
/mob/living/simple_animal/hostile/carp/ranged,
/mob/living/simple_animal/hostile/carp/ranged/chaos,
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher,
/mob/living/simple_animal/hostile/asteroid/goliath/beast,
/mob/living/simple_animal/hostile/headcrab,
/mob/living/simple_animal/hostile/morph,
/mob/living/simple_animal/hostile/stickman,
/mob/living/simple_animal/hostile/stickman/dog,
/mob/living/simple_animal/hostile/megafauna/dragon/lesser,
/mob/living/simple_animal/hostile/gorilla,
/mob/living/simple_animal/parrot,
/mob/living/simple_animal/pet/dog/corgi,
/mob/living/simple_animal/crab,
/mob/living/simple_animal/pet/dog/pug,
/mob/living/simple_animal/pet/cat,
/mob/living/simple_animal/mouse,
/mob/living/simple_animal/chicken,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/lizard,
/mob/living/simple_animal/pet/fox,
/mob/living/simple_animal/butterfly,
/mob/living/simple_animal/pet/cat/cak,
/mob/living/simple_animal/chick)
new_mob = new path(M.loc)
if("humanoid")
if(prob(50))
new_mob = new /mob/living/carbon/human(M.loc)
else
var/hooman = pick(subtypesof(/mob/living/carbon/human/species))
new_mob =new hooman(M.loc)
var/datum/preferences/A = new() //Randomize appearance for the human
A.copy_to(new_mob, FALSE)
var/mob/living/carbon/human/H = new_mob
H.update_body()
H.update_hair()
H.update_body_parts()
H.dna.update_dna_identity()
if(!new_mob)
return
new_mob.grant_language(/datum/language/common)
// Some forms can still wear some items
for(var/obj/item/W in contents)
new_mob.equip_to_appropriate_slot(W)
M.log_message("became [new_mob.real_name]", LOG_ATTACK, color="orange")
new_mob.a_intent = INTENT_HARM
M.wabbajack_act(new_mob)
to_chat(new_mob, "<span class='warning'>Your form morphs into that of a [randomize].</span>")
var/poly_msg = CONFIG_GET(keyed_list/policy)["polymorph"]
if(poly_msg)
to_chat(new_mob, poly_msg)
M.transfer_observers_to(new_mob)
qdel(M)
return new_mob
/obj/item/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
damage = 0
damage_type = BURN
nodamage = 1
/obj/item/projectile/magic/animate/on_hit(atom/target, blocked = FALSE)
target.animate_atom_living(firer)
..()
/atom/proc/animate_atom_living(var/mob/living/owner = null)
if((isitem(src) || isstructure(src)) && !is_type_in_list(src, GLOB.protected_objects))
if(istype(src, /obj/structure/statue/petrified))
var/obj/structure/statue/petrified/P = src
if(P.petrified_mob)
var/mob/living/L = P.petrified_mob
var/mob/living/simple_animal/hostile/statue/S = new(P.loc, owner)
S.name = "statue of [L.name]"
if(owner)
S.faction = list("[REF(owner)]")
S.icon = P.icon
S.icon_state = P.icon_state
S.copy_overlays(P, TRUE)
S.color = P.color
S.atom_colours = P.atom_colours.Copy()
if(L.mind)
L.mind.transfer_to(S)
if(owner)
to_chat(S, "<span class='userdanger'>You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator.</span>")
P.forceMove(S)
return
else
var/obj/O = src
if(istype(O, /obj/item/gun))
new /mob/living/simple_animal/hostile/mimic/copy/ranged(loc, src, owner)
else
new /mob/living/simple_animal/hostile/mimic/copy(loc, src, owner)
else if(istype(src, /mob/living/simple_animal/hostile/mimic/copy))
// Change our allegiance!
var/mob/living/simple_animal/hostile/mimic/copy/C = src
if(owner)
C.ChangeOwner(owner)
/obj/item/projectile/magic/spellblade
name = "blade energy"
icon_state = "lavastaff"
damage = 15
damage_type = BURN
flag = "magic"
dismemberment = 50
nodamage = 0
/obj/item/projectile/magic/spellblade/on_hit(target)
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
qdel(src)
return
. = ..()
/obj/item/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
nodamage = 0
armour_penetration = 0
flag = "magic"
hitsound = 'sound/weapons/barragespellhit.ogg'
/obj/item/projectile/magic/arcane_barrage/on_hit(target)
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
qdel(src)
return
. = ..()
/obj/item/projectile/magic/locker
name = "locker bolt"
icon_state = "locker"
nodamage = TRUE
flag = "magic"
var/weld = TRUE
var/created = FALSE //prevents creation of more then one locker if it has multiple hits
var/locker_suck = TRUE
/obj/item/projectile/magic/locker/prehit(atom/A)
if(ismob(A) && locker_suck)
var/mob/M = A
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [A]!</span>")
qdel(src)
return
if(M.anchored)
return ..()
M.forceMove(src)
return FALSE
return ..()
/obj/item/projectile/magic/locker/on_hit(target)
if(created)
return ..()
var/obj/structure/closet/decay/C = new(get_turf(src))
if(LAZYLEN(contents))
for(var/atom/movable/AM in contents)
C.insert(AM)
C.welded = weld
C.update_icon()
created = TRUE
return ..()
/obj/item/projectile/magic/locker/Destroy()
locker_suck = FALSE
for(var/atom/movable/AM in contents)
AM.forceMove(get_turf(src))
. = ..()
/obj/structure/closet/decay
breakout_time = 600
icon_welded = null
var/magic_icon = "cursed"
var/weakened_icon = "decursed"
var/auto_destroy = TRUE
/obj/structure/closet/decay/Initialize()
. = ..()
if(auto_destroy)
addtimer(CALLBACK(src, .proc/bust_open), 5 MINUTES)
addtimer(CALLBACK(src, .proc/magicly_lock), 5)
/obj/structure/closet/decay/proc/magicly_lock()
if(!welded)
return
icon_state = magic_icon
update_icon()
/obj/structure/closet/decay/after_weld(weld_state)
if(weld_state)
unmagify()
/obj/structure/closet/decay/proc/decay()
animate(src, alpha = 0, time = 30)
addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, src), 30)
/obj/structure/closet/decay/open(mob/living/user)
. = ..()
if(.)
if(icon_state == magic_icon) //check if we used the magic icon at all before giving it the lesser magic icon
unmagify()
else
addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
/obj/structure/closet/decay/proc/unmagify()
icon_state = weakened_icon
update_icon()
addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
icon_welded = "welded"
/obj/item/projectile/magic/aoe
name = "Area Bolt"
desc = "What the fuck does this do?!"
damage = 0
var/proxdet = TRUE
/obj/item/projectile/magic/aoe/Range()
if(proxdet)
for(var/mob/living/L in range(1, get_turf(src)))
if(L.stat != DEAD && L != firer && !L.anti_magic_check())
return Bump(L)
..()
/obj/item/projectile/magic/aoe/lightning
name = "lightning bolt"
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
damage = 15
damage_type = BURN
nodamage = 0
speed = 0.3
flag = "magic"
var/tesla_power = 20000
var/tesla_range = 15
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_MOB_STUN | TESLA_OBJ_DAMAGE
var/chain
var/mob/living/caster
/obj/item/projectile/magic/aoe/lightning/fire(setAngle)
if(caster)
chain = caster.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/item/projectile/magic/aoe/lightning/on_hit(target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
qdel(src)
return
tesla_zap(src, tesla_range, tesla_power, tesla_flags)
qdel(src)
/obj/item/projectile/magic/aoe/lightning/Destroy()
qdel(chain)
. = ..()
/obj/item/projectile/magic/aoe/fireball
name = "bolt of fireball"
icon_state = "fireball"
damage = 10
damage_type = BRUTE
nodamage = 0
//explosion values
var/exp_heavy = 0
var/exp_light = 2
var/exp_flash = 3
var/exp_fire = 2
/obj/item/projectile/magic/aoe/fireball/on_hit(target)
. = ..()
if(ismob(target))
var/mob/living/M = target
if(M.anti_magic_check())
visible_message("<span class='warning'>[src] vanishes into smoke on contact with [target]!</span>")
return
M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately
var/turf/T = get_turf(target)
explosion(T, -1, exp_heavy, exp_light, exp_flash, 0, flame_range = exp_fire)
/obj/item/projectile/magic/aoe/fireball/infernal
name = "infernal fireball"
exp_heavy = -1
exp_light = -1
exp_flash = 4
exp_fire= 5
/obj/item/projectile/magic/aoe/fireball/infernal/on_hit(target)
. = ..()
if(ismob(target))
var/mob/living/M = target
if(M.anti_magic_check())
return
var/turf/T = get_turf(target)
for(var/i=0, i<50, i+=10)
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, T, -1, exp_heavy, exp_light, exp_flash, FALSE, FALSE, exp_fire), i)
@@ -0,0 +1,14 @@
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = TRUE
else if(iscarbon(target))
var/mob/living/L = target
L.Knockdown(100, TRUE, FALSE, 30, 25)
return ..()