//Apprenticeship contract - moved to antag_spawner.dm ///////////////////////////Veil Render////////////////////// /obj/item/weapon/veilrender name = "veil render" desc = "A wicked curved blade of alien origin, recovered from the ruins of a vast city." icon = 'icons/obj/wizard.dmi' icon_state = "render" item_state = "render" force = 15 throwforce = 10 w_class = 3 hitsound = 'sound/weapons/bladeslice.ogg' var/charges = 1 var/spawn_type = /obj/singularity/wizard var/spawn_amt = 1 var/activate_descriptor = "reality" var/rend_desc = "You should run now." var/spawn_fast = 0 //if 1, ignores checking for mobs on loc before spawning /obj/item/weapon/veilrender/attack_self(mob/user) if(charges > 0) new /obj/effect/rend(get_turf(user), spawn_type, spawn_amt, rend_desc, spawn_fast) charges-- user.visible_message("[src] hums with power as [user] deals a blow to [activate_descriptor] itself!") else user << "The unearthly energies that powered the blade are now dormant." /obj/effect/rend name = "tear in the fabric of reality" desc = "You should run now." icon = 'icons/obj/biomass.dmi' icon_state = "rift" density = 1 unacidable = 1 anchored = 1 var/spawn_path = /mob/living/simple_animal/cow //defaulty cows to prevent unintentional narsies var/spawn_amt_left = 20 var/spawn_fast = 0 /obj/effect/rend/New(loc, var/spawn_type, var/spawn_amt, var/desc, var/spawn_fast) src.spawn_path = spawn_type src.spawn_amt_left = spawn_amt src.desc = desc src.spawn_fast = spawn_fast START_PROCESSING(SSobj, src) return /obj/effect/rend/process() if(!spawn_fast) if(locate(/mob) in loc) return new spawn_path(loc) spawn_amt_left-- if(spawn_amt_left <= 0) qdel(src) /obj/effect/rend/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/nullrod)) user.visible_message("[user] seals \the [src] with \the [I].") qdel(src) return else return ..() /obj/item/weapon/veilrender/vealrender name = "veal render" desc = "A wicked curved blade of alien origin, recovered from the ruins of a vast farm." spawn_type = /mob/living/simple_animal/cow spawn_amt = 20 activate_descriptor = "hunger" rend_desc = "Reverberates with the sound of ten thousand moos." /obj/item/weapon/veilrender/honkrender name = "honk render" desc = "A wicked curved blade of alien origin, recovered from the ruins of a vast circus." spawn_type = /mob/living/simple_animal/hostile/retaliate/clown spawn_amt = 10 activate_descriptor = "depression" rend_desc = "Gently wafting with the sounds of endless laughter." icon_state = "clownrender" ////TEAR IN REALITY /obj/singularity/wizard name = "tear in the fabric of reality" desc = "This isn't right." icon = 'icons/obj/singularity.dmi' icon_state = "singularity_s1" icon = 'icons/effects/224x224.dmi' icon_state = "reality" pixel_x = -96 pixel_y = -96 grav_pull = 6 consume_range = 3 current_size = STAGE_FOUR allowed_size = STAGE_FOUR /obj/singularity/wizard/process() move() eat() return /////////////////////////////////////////Scrying/////////////////// /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 = 15 damtype = BURN force = 15 hitsound = 'sound/items/welder2.ogg' /obj/item/weapon/scrying/attack_self(mob/user) user << "You can see...everything!" visible_message("[user] stares into [src], their eyes glazing over.") user.ghostize(1) return /////////////////////////////////////////Necromantic Stone/////////////////// /obj/item/device/necromantic_stone name = "necromantic stone" desc = "A shard capable of resurrecting humans as skeleton thralls." icon = 'icons/obj/wizard.dmi' icon_state = "necrostone" item_state = "electronic" origin_tech = "bluespace=4;materials=4" w_class = 1 var/list/spooky_scaries = list() var/unlimited = 0 /obj/item/device/necromantic_stone/unlimited unlimited = 1 /obj/item/device/necromantic_stone/attack(mob/living/carbon/human/M, mob/living/carbon/human/user) if(!istype(M)) return ..() if(!istype(user) || !user.canUseTopic(M,1)) return if(M.stat != DEAD) user << "This artifact can only affect the dead!" return if(!M.mind || !M.client) user << "There is no soul connected to this body..." return check_spooky()//clean out/refresh the list if(spooky_scaries.len >= 3 && !unlimited) user << "This artifact can only affect three undead at a time!" return M.set_species(/datum/species/skeleton, icon_update=0) M.revive(full_heal = 1, admin_revive = 1) spooky_scaries |= M M << "You have been revived by [user.real_name]!" M << "They are your master now, assist them even if it costs you your new life!" equip_roman_skeleton(M) desc = "A shard capable of resurrecting humans as skeleton thralls[unlimited ? "." : ", [spooky_scaries.len]/3 active thralls."]" /obj/item/device/necromantic_stone/proc/check_spooky() if(unlimited) //no point, the list isn't used. return for(var/X in spooky_scaries) if(!istype(X, /mob/living/carbon/human)) spooky_scaries.Remove(X) continue var/mob/living/carbon/human/H = X if(H.stat == DEAD) spooky_scaries.Remove(X) continue listclearnulls(spooky_scaries) //Funny gimmick, skeletons always seem to wear roman/ancient armour /obj/item/device/necromantic_stone/proc/equip_roman_skeleton(mob/living/carbon/human/H) for(var/obj/item/I in H) H.unEquip(I) var/hat = pick(/obj/item/clothing/head/helmet/roman, /obj/item/clothing/head/helmet/roman/legionaire) H.equip_to_slot_or_del(new hat(H), slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/under/roman(H), slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/roman(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/weapon/shield/riot/roman(H), slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/claymore(H), slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/twohanded/spear(H), slot_back) /////////////////////Multiverse Blade//////////////////// var/global/list/multiverse = list() /obj/item/weapon/multisword name = "multiverse sword" desc = "A weapon capable of conquering the universe and beyond. Activate it to summon copies of yourself from others dimensions to fight by your side." icon = 'icons/obj/weapons.dmi' icon_state = "multiverse" item_state = "multiverse" hitsound = 'sound/weapons/bladeslice.ogg' flags = CONDUCT slot_flags = SLOT_BELT force = 20 throwforce = 10 w_class = 2 attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") var/faction = list("unassigned") var/cooldown = 0 var/assigned = "unassigned" var/evil = TRUE /obj/item/weapon/multisword/New() ..() multiverse |= src /obj/item/weapon/multisword/Destroy() multiverse.Remove(src) return ..() /obj/item/weapon/multisword/attack_self(mob/user) if(user.mind.special_role == "apprentice") user << "You know better than to touch your teacher's stuff." return if(cooldown < world.time) var/faction_check = 0 for(var/F in faction) if(F in user.faction) faction_check = 1 break if(faction_check == 0) faction = list("[user.real_name]") assigned = "[user.real_name]" user.faction = list("[user.real_name]") user << "You bind the sword to yourself. You can now use it to summon help." if(!usr.mind.special_role) if(prob(30)) user << "With your new found power you could easily conquer the station!" var/datum/objective/hijackclone/hijack_objective = new /datum/objective/hijackclone hijack_objective.owner = usr.mind usr.mind.objectives += hijack_objective hijack_objective.explanation_text = "Ensure only [usr.real_name] and their copies are on the shuttle!" usr << "Objective #[1]: [hijack_objective.explanation_text]" ticker.mode.traitors += usr.mind usr.mind.special_role = "[usr.real_name] Prime" evil = TRUE else user << "With your new found power you could easily defend the station!" var/datum/objective/survive/new_objective = new /datum/objective/survive new_objective.owner = usr.mind new_objective.explanation_text = "Survive, and help defend the innocent from the mobs of multiverse clones." usr << "Objective #[1]: [new_objective.explanation_text]" usr.mind.objectives += new_objective ticker.mode.traitors += usr.mind usr.mind.special_role = "[usr.real_name] Prime" evil = FALSE else var/list/candidates = get_candidates(ROLE_WIZARD) if(candidates.len) var/client/C = pick(candidates) spawn_copy(C, get_turf(user.loc), user) user << "The sword flashes, and you find yourself face to face with...you!" cooldown = world.time + 400 for(var/obj/item/weapon/multisword/M in multiverse) if(M.assigned == assigned) M.cooldown = cooldown else user << "You fail to summon any copies of yourself. Perhaps you should try again in a bit." else user << "[src] is recharging! Keep in mind it shares a cooldown with the swords wielded by your copies." /obj/item/weapon/multisword/proc/spawn_copy(var/client/C, var/turf/T) var/mob/living/carbon/human/M = new/mob/living/carbon/human(T) C.prefs.copy_to(M, icon_updates=0) M.key = C.key M.mind.name = usr.real_name M << "You are an alternate version of [usr.real_name] from another universe! Help them accomplish their goals at all costs." M.real_name = usr.real_name M.name = usr.real_name M.faction = list("[usr.real_name]") if(prob(50)) var/list/all_species = list() for(var/speciestype in subtypesof(/datum/species)) var/datum/species/S = new speciestype() if(!S.dangerous_existence) all_species += speciestype M.set_species(pick(all_species), icon_update=0) M.update_body() M.update_hair() M.update_body_parts() M.dna.update_dna_identity() equip_copy(M) if(evil) var/datum/objective/hijackclone/hijack_objective = new /datum/objective/hijackclone hijack_objective.owner = M.mind M.mind.objectives += hijack_objective hijack_objective.explanation_text = "Ensure only [usr.real_name] and their copies are on the shuttle!" M << "Objective #[1]: [hijack_objective.explanation_text]" M.mind.special_role = "multiverse traveller" log_game("[M.key] was made a multiverse traveller with the objective to help [usr.real_name] hijack.") else var/datum/objective/protect/new_objective = new /datum/objective/protect new_objective.owner = M.mind new_objective.target = usr.mind new_objective.explanation_text = "Protect [usr.real_name], your copy, and help them defend the innocent from the mobs of multiverse clones." M.mind.objectives += new_objective M << "Objective #[1]: [new_objective.explanation_text]" M.mind.special_role = "multiverse traveller" log_game("[M.key] was made a multiverse traveller with the objective to help [usr.real_name] protect the station.") /obj/item/weapon/multisword/proc/equip_copy(var/mob/living/carbon/human/M) var/obj/item/weapon/multisword/sword = new /obj/item/weapon/multisword sword.assigned = assigned sword.faction = list("[assigned]") sword.evil = evil var/randomize = pick("mobster","roman","wizard","cyborg","syndicate","assistant", "animu", "cultist", "highlander", "clown", "killer", "pirate", "soviet", "officer", "gladiator") switch(randomize) if("mobster") M.equip_to_slot_or_del(new /obj/item/clothing/head/fedora(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform) M.equip_to_slot_or_del(sword, slot_r_hand) if("roman") var/hat = pick(/obj/item/clothing/head/helmet/roman, /obj/item/clothing/head/helmet/roman/legionaire) M.equip_to_slot_or_del(new hat(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/under/roman(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/roman(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/weapon/shield/riot/roman(M), slot_l_hand) M.equip_to_slot_or_del(sword, slot_r_hand) if("wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head) M.equip_to_slot_or_del(sword, slot_r_hand) if("cyborg") for(var/X in M.bodyparts) var/obj/item/bodypart/affecting = X affecting.change_bodypart_status(ORGAN_ROBOTIC) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(sword, slot_r_hand) if("syndicate") M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M),slot_wear_mask) M.equip_to_slot_or_del(sword, slot_r_hand) if("assistant") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/black(M), slot_shoes) M.equip_to_slot_or_del(sword, slot_r_hand) if("animu") M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/head/kitty(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/under/schoolgirl/red(M), slot_w_uniform) M.equip_to_slot_or_del(sword, slot_r_hand) if("cultist") M.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(sword, slot_r_hand) if("highlander") M.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/head/beret(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(sword, slot_r_hand) if("clown") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_l_store) M.equip_to_slot_or_del(sword, slot_r_hand) if("killer") M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/white(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store) M.equip_to_slot_or_del(sword, slot_r_hand) for(var/obj/item/carried_item in M.contents) if(!istype(carried_item, /obj/item/weapon/implant)) carried_item.add_mob_blood(M) if("pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/brown(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(sword, slot_r_hand) if("soviet") M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) M.equip_to_slot_or_del(sword, slot_r_hand) if("officer") M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/beret(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/havana(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/suit/jacket/miljacket(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(sword, slot_r_hand) if("gladiator") M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/gladiator(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/under/gladiator(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes) M.equip_to_slot_or_del(sword, slot_r_hand) else return M.update_icons() M.update_body_parts() var/obj/item/weapon/card/id/W = new /obj/item/weapon/card/id W.icon_state = "centcom" W.access += access_maint_tunnels W.assignment = "Multiverse Traveller" W.registered_name = M.real_name W.update_label(M.real_name) M.equip_to_slot_or_del(W, slot_wear_id) /obj/item/voodoo name = "wicker doll" desc = "Something creepy about it." icon = 'icons/obj/wizard.dmi' icon_state = "voodoo" item_state = "electronic" var/mob/living/carbon/human/target = null var/list/mob/living/carbon/human/possible = list() var/obj/item/link = null var/cooldown_time = 30 //3s var/cooldown = 0 burntime = 0 burn_state = FLAMMABLE /obj/item/voodoo/attackby(obj/item/I, mob/user, params) if(target && cooldown < world.time) if(I.is_hot()) target << "You suddenly feel very hot" target.bodytemperature += 50 GiveHint(target) else if(is_pointed(I)) target << "You feel a stabbing pain in [parse_zone(user.zone_selected)]!" target.Weaken(2) GiveHint(target) else if(istype(I,/obj/item/weapon/bikehorn)) target << "HONK" target << 'sound/items/AirHorn.ogg' target.adjustEarDamage(0,3) GiveHint(target) cooldown = world.time +cooldown_time return if(!link) if(I.loc == user && istype(I) && I.w_class <= 2) user.drop_item() I.loc = src link = I user << "You attach [I] to the doll." update_targets() /obj/item/voodoo/check_eye(mob/user) if(loc != user) user.reset_perspective(null) user.unset_machine() /obj/item/voodoo/attack_self(mob/user) if(!target && possible.len) target = input(user, "Select your victim!", "Voodoo") as null|anything in possible return if(user.zone_selected == "chest") if(link) target = null link.loc = get_turf(src) user << "You remove the [link] from the doll." link = null update_targets() return if(target && cooldown < world.time) switch(user.zone_selected) if("mouth") var/wgw = sanitize(input(user, "What would you like the victim to say", "Voodoo", null) as text) target.say(wgw) log_game("[user][user.key] made [target][target.key] say [wgw] with a voodoo doll.") if("eyes") user.set_machine(src) user.reset_perspective(target) spawn(100) user.reset_perspective(null) user.unset_machine() if("r_leg","l_leg") user << "You move the doll's legs around." var/turf/T = get_step(target,pick(cardinal)) target.Move(T) if("r_arm","l_arm") //use active hand on random nearby mob var/list/nearby_mobs = list() for(var/mob/living/L in range(1, target)) if(L!=target) nearby_mobs |= L if(nearby_mobs.len) var/mob/living/T = pick(nearby_mobs) log_game("[user][user.key] made [target][target.key] click on [T] with a voodoo doll.") target.ClickOn(T) GiveHint(target) if("head") user << "You smack the doll's head with your hand." target.Dizzy(10) target << "You suddenly feel as if your head was hit with a hammer!" GiveHint(target,user) cooldown = world.time + cooldown_time /obj/item/voodoo/proc/update_targets() possible = list() if(!link) return for(var/mob/living/carbon/human/H in living_mob_list) if(md5(H.dna.uni_identity) in link.fingerprints) possible |= H /obj/item/voodoo/proc/GiveHint(mob/victim,force=0) if(prob(50) || force) var/way = dir2text(get_dir(victim,get_turf(src))) victim << "You feel a dark presence from [way]" if(prob(20) || force) var/area/A = get_area(src) victim << "You feel a dark presence from [A.name]" /obj/item/voodoo/fire_act() if(target) target.adjust_fire_stacks(20) target.IgniteMob() GiveHint(target,1) return ..() //Provides a decent heal, need to pump every 6 seconds /obj/item/organ/heart/cursed/wizard pump_delay = 60 heal_brute = 25 heal_burn = 25 heal_oxy = 25