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kiwistation/code/game/gamemodes/wizard/spellbook.dm
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/obj/item/weapon/spellbook
name = "spell book"
desc = "The legendary book of spells of the wizard."
icon = 'icons/obj/library.dmi'
icon_state ="book"
throw_speed = 2
throw_range = 5
w_class = 1.0
var/uses = 5
var/temp = null
var/max_uses = 5
var/op = 1
var/activepage
var/list/active_challenges = list()
var/mob/living/carbon/human/owner
/obj/item/weapon/spellbook/attackby(obj/item/O as obj, mob/user as mob, params)
if(istype(O, /obj/item/weapon/antag_spawner/contract))
var/obj/item/weapon/antag_spawner/contract/contract = O
if(contract.used)
user << "The contract has been used, you can't get your points back now."
else
user << "You feed the contract back into the spellbook, refunding your points."
src.max_uses++
src.uses++
qdel(O)
/obj/item/weapon/spellbook/attack_self(mob/user as mob)
if(!owner)
user << "You bind the spellbook to yourself."
owner = user
return
if(user != owner)
user << "The [name] does not recognize you as it's owner and refuses to open."
return
user.set_machine(src)
var/dat
if(temp)
dat = "[temp]<BR><BR><A href='byond://?src=\ref[src];temp=1'>Clear</A>"
else if (!activepage || activepage == "return")
dat = "<B>The Book of Magic:</B><BR>"
dat += "Uses remaining: [uses]<BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=spells'>Learn and Improve Magical Abilities</A><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=artifacts'>Summon Magical Tools and Weapons</A><BR>"
if(ticker.mode.name != "ragin' mages") // we totally need summon guns x100
dat += "<A href='byond://?src=\ref[src];spell_choice=challenge'>Raise The Stakes For More Power</A><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=rememorize'>Re-memorize Spells</A><BR>"
else if (activepage == "spells")
dat += "<B>Spells:</B><BR>"
dat += "Spells that can be reused endlessly. Unless stated otherwise all spells require full wizard garb as a focus.<BR>"
dat += "The number after the spell name is the cooldown time. You can reduce this number by spending more points on the spell.<BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=magicmissile'>Magic Missile</A> (15)<BR>"
dat += "<I>This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=fireball'>Fireball</A> (10)<BR>"
dat += "<I>This spell fires a fireball in the direction you're facing and does not require wizard garb. Be careful not to fire it at people that are standing next to you.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=disintegrate'>Disintegrate</A> (60)<BR>"
dat += "<I>This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=disabletech'>Disable Technology</A> (60)<BR>"
dat += "<I>This spell disables all weapons, cameras and most other technology in range.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=repulse'>Repulse</A> (40)<BR>"
dat += "<I>This spell throws nearby objects away from you and knocks creatures down.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=smoke'>Smoke</A> (10)<BR>"
dat += "<I>This spell spawns a cloud of choking smoke at your location and does not require wizard garb.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=blind'>Blind</A> (30)<BR>"
dat += "<I>This spell temporarly blinds a single person and does not require wizard garb.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=mindswap'>Mind Transfer</A> (60)<BR>"
dat += "<I>This spell allows the user to switch bodies with a target. Careful to not lose your memory in the process.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=forcewall'>Forcewall</A> (10)<BR>"
dat += "<I>This spell creates an unbreakable wall that lasts for 30 seconds and does not need wizard garb.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=blink'>Blink</A> (2)<BR>"
dat += "<I>This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=teleport'>Teleport</A> (60)<BR>"
dat += "<I>This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=mutate'>Mutate</A> (60)<BR>"
dat += "<I>This spell causes you to turn into a hulk and gain telekinesis for a short while.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=etherealjaunt'>Ethereal Jaunt</A> (30)<BR>"
dat += "<I>This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=knock'>Knock</A> (10)<BR>"
dat += "<I>This spell opens nearby doors and does not require wizard garb.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=barnyard'>Curse of the Barnyward</A> (15)<BR>"
dat += "<I> This Spell dooms any unlucky soul to the life of a barnyard animal. Well not exactly but you still get to laugh at them when they MOO!. It does not require a wizard garb.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=fleshtostone'>Flesh to Stone</A> (60)<BR>"
dat += "<I>This spell will curse a person to immediately turn into an unmoving statue. The effect will eventually wear off if the statue is not destroyed.</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=lightningbolt'>Lightning Bolt</A> (30)<BR>"
dat += "<I>Charge up and throw lightning bolt at the nearby enemy. Classic. The longer you charge the more powerful the spell, beware of overcharge however!</I><BR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=summonitem'>Instant Summons</A> (10)<BR>"
dat += "<I>This spell can be used to bind a valuable item to you, bringing it to your hand at will. Using this spell while holding the bound item will allow you to unbind it. It does not require wizard garb.</I><BR>"
if(ticker.mode.name != "ragin' mages" && !config.no_summon_events) // we totally need summon greentext x100
dat += "<A href='byond://?src=\ref[src];spell_choice=summonevents'>Summon Events</A> (One time use, persistent global spell)<BR>"
dat += "<I>Give Murphy's law a little push and replace all events with special wizard ones that will confound and confuse everyone. Multiple castings increase the rate of these events.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=return'><B>Return</B></A><BR>"
else if (activepage == "challenge")
dat += "<B>Challenges:</B><BR>"
dat += "The Wizard Federation typically has hard limits on the potency and number of spells brought to the station based on risk.<BR>"
dat += "Arming the station against you will increases the risk, but will grant you one more charge for your spellbook.<BR>"
dat += "<HR>"
if(!("summon guns" in active_challenges) && !config.no_summon_guns)
dat += "<A href='byond://?src=\ref[src];spell_choice=summonguns'>Summon Guns</A> (Single use only, global spell)<BR>"
dat += "<I>Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. Just be careful not to stand still too long!</I><BR>"
if(!("summon magic" in active_challenges) && !config.no_summon_magic)
dat += "<A href='byond://?src=\ref[src];spell_choice=summonmagic'>Summon Magic</A> (Single use only, global spell)<BR>"
dat += "<I>Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=return'><B>Return</B></A><BR>"
else if (activepage == "artifacts")
dat += "<B>Artifacts:</B><BR>"
dat += "Powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of uses.<BR>"
dat += "These items are not bound to you and can be stolen. Additionaly they cannot typically be returned once purchased.<BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=staffchange'>Staff of Change</A><BR>"
dat += "<I>An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=staffanimation'>Staff of Animation</A><BR>"
dat += "<I>An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=staffdoor'>Staff of Door Creation</A><BR>"
dat += "<I>A particular staff that can mold solid metal into ornate wooden doors. Useful for getting around in the absence of other transportation. Does not work on glass.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=staffchaos'>Staff of Chaos</A><BR>"
dat += "<I>A caprious tool that can fire all sorts of magic without any rhyme or reason. Using it on people you care about is not recommended.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=soulstone'>Six Soul Stone Shards and the spell Artificer</A><BR>"
dat += "<I>Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=necrostone'>A Necromantic Stone</A><BR>"
dat += "<I>A Necromantic stone is able to resurrect three dead individuals as skeletal thralls for you to command.</I>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=wands'>Wand Assortment</A><BR>"
dat += "<I>A collection of wands that allow for a wide variety of utility. Wands do not recharge, so be conservative in use. Comes in a handy belt.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=armor'>Mastercrafted Armor Set</A><BR>"
dat += "<I>An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=contract'>Contract of Apprenticeship</A><BR>"
dat += "<I>A magical contract binding an apprentice wizard to your service, using it will summon them to your side.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=scrying'>Scrying Orb</A><BR>"
dat += "<I>An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision.</I><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=return'><B>Return</B></A><BR>"
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/weapon/spellbook/Topic(href, href_list)
..()
var/mob/living/carbon/human/H = usr
if(H.stat || H.restrained())
return
if(!istype(H, /mob/living/carbon/human))
return 1
if(H.mind.special_role == "apprentice")
temp = "If you got caught sneaking a peak from your teacher's spellbook, you'd likely be expelled from the Wizard Academy. Better not."
return
if(loc == H || (in_range(src, H) && istype(loc, /turf)))
H.set_machine(src)
if(href_list["spell_choice"])
if(href_list["spell_choice"] == "rememorize")
var/area/wizard_station/A = locate()
if(usr in A.contents)
uses = max_uses
H.spellremove(usr)
temp = "All spells have been removed. You may now memorize a new set of spells."
feedback_add_details("wizard_spell_learned","UM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
else
temp = "You may only re-memorize spells whilst located inside the wizard sanctuary."
else if(href_list["spell_choice"] == "spells" || href_list["spell_choice"] == "artifacts" || href_list["spell_choice"] == "challenge" || href_list["spell_choice"] == "return")
activepage = href_list["spell_choice"]
else if(uses >= 1 && max_uses >=1)
uses--
/*
*/
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disintegrate = "Disintegrate", disabletech = "Disable Tech", repulse = "Repulse", smoke = "Smoke", blind = "Blind", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", barnyardcurse = "The Curse of the Barnyard", fleshtostone = "Flesh to Stone", summonitem = "Instant Summons", summonguns = "Summon Guns", summonmagic = "Summon Magic", summonevents = "Summon Events", staffchange = "Staff of Change", soulstone = "Six Soul Stone Shards and the spell Artificer", necrostone = "A Necromantic Stone", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation", staffchaos = "Staff of Chaos", staffdoor = "Staff of Door Creation", wands = "Wand Assortment", lightningbolt = "Lightning Bolt")
var/already_knows = 0
for(var/obj/effect/proc_holder/spell/aspell in H.mind.spell_list)
if(available_spells[href_list["spell_choice"]] == initial(aspell.name))
already_knows = 1
if(aspell.spell_level >= aspell.level_max)
temp = "This spell cannot be improved further."
uses++
break
else
aspell.name = initial(aspell.name)
aspell.spell_level++
aspell.charge_max = round(initial(aspell.charge_max) - aspell.spell_level * (initial(aspell.charge_max) - aspell.cooldown_min)/ aspell.level_max)
if(aspell.charge_max < aspell.charge_counter)
aspell.charge_counter = aspell.charge_max
switch(aspell.spell_level)
if(1)
temp = "You have improved [aspell.name] into Efficient [aspell.name]."
aspell.name = "Efficient [aspell.name]"
if(2)
temp = "You have further improved [aspell.name] into Quickened [aspell.name]."
aspell.name = "Quickened [aspell.name]"
if(3)
temp = "You have further improved [aspell.name] into Free [aspell.name]."
aspell.name = "Free [aspell.name]"
if(4)
temp = "You have further improved [aspell.name] into Instant [aspell.name]."
aspell.name = "Instant [aspell.name]"
if(aspell.spell_level >= aspell.level_max)
temp += " This spell cannot be strengthened any further."
/*
*/
if(!already_knows)
switch(href_list["spell_choice"])
if("magicmissile")
feedback_add_details("wizard_spell_learned","MM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile(null))
temp = "You have learned magic missile."
if("fireball")
feedback_add_details("wizard_spell_learned","FB") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/dumbfire/fireball(null))
temp = "You have learned fireball."
if("disintegrate")
feedback_add_details("wizard_spell_learned","DG") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/inflict_handler/disintegrate(null))
temp = "You have learned disintegrate."
if("disabletech")
feedback_add_details("wizard_spell_learned","DT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/emplosion/disable_tech(null))
temp = "You have learned disable technology."
if("repulse")
feedback_add_details("wizard_spell_learned","RP") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/repulse(null))
temp = "You have learned repulse."
if("smoke")
feedback_add_details("wizard_spell_learned","SM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/smoke(null))
temp = "You have learned smoke."
if("blind")
feedback_add_details("wizard_spell_learned","BD") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/trigger/blind(null))
temp = "You have learned blind."
if("mindswap")
feedback_add_details("wizard_spell_learned","MT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/mind_transfer(null))
temp = "You have learned mindswap."
if("forcewall")
feedback_add_details("wizard_spell_learned","FW") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/forcewall(null))
temp = "You have learned forcewall."
if("blink")
feedback_add_details("wizard_spell_learned","BL") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/turf_teleport/blink(null))
temp = "You have learned blink."
if("teleport")
feedback_add_details("wizard_spell_learned","TP") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/area_teleport/teleport(null))
temp = "You have learned teleport."
if("mutate")
feedback_add_details("wizard_spell_learned","MU") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/genetic/mutate(null))
temp = "You have learned mutate."
if("etherealjaunt")
feedback_add_details("wizard_spell_learned","EJ") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(null))
temp = "You have learned ethereal jaunt."
if("knock")
feedback_add_details("wizard_spell_learned","KN") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/knock(null))
temp = "You have learned knock."
if("fleshtostone")
feedback_add_details("wizard_spell_learned","FS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/inflict_handler/flesh_to_stone(null))
temp = "You have learned flesh to stone."
if("summonitem")
feedback_add_details("wizard_spell_learned","IS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/summonitem(null))
temp = "You have learned instant summons."
if("lightningbolt")
feedback_add_details("wizard_spell_learned","LB") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/lightning(null))
temp = "You have learned lightning bolt."
if("summonguns")
feedback_add_details("wizard_spell_learned","SG") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
rightandwrong(0, H, 0)
max_uses++
uses = uses + 2 //refund plus a free point
active_challenges += "summon guns"
temp = "You have cast summon guns and gained an extra charge for your spellbook."
if("summonmagic")
feedback_add_details("wizard_spell_learned","SU") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
rightandwrong(1, H, 0)
max_uses++
uses = uses + 2 //refund plus a free point
active_challenges += "summon magic"
temp = "You have cast summon magic and gained an extra charge for your spellbook."
if("summonevents")
feedback_add_details("wizard_spell_learned","SE") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
summonevents()
max_uses--
temp = "You have cast summon events."
if("staffchange")
feedback_add_details("wizard_spell_learned","ST") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/magic/staff/change(get_turf(H))
temp = "You have purchased a staff of change."
max_uses--
if("soulstone")
feedback_add_details("wizard_spell_learned","SS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/storage/belt/soulstone/full(get_turf(H))
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/construct(null))
temp = "You have purchased a belt full of soulstones and have learned the artificer spell."
max_uses--
if("necrostone")
feedback_add_details("wizard_spell_learned","NS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/device/necromantic_stone(get_turf(H))
temp = "You have purchased a necromantic stone."
max_uses--
if("armor")
feedback_add_details("wizard_spell_learned","HS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/clothing/shoes/sandal(get_turf(H)) //In case they've lost them.
new /obj/item/clothing/gloves/color/purple(get_turf(H))//To complete the outfit
new /obj/item/clothing/suit/space/hardsuit/wizard(get_turf(H))
temp = "You have purchased a suit of wizard armor."
max_uses--
if("staffanimation")
feedback_add_details("wizard_spell_learned","SA") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/magic/staff/animate(get_turf(H))
temp = "You have purchased a staff of animation."
max_uses--
if("staffchaos")
feedback_add_details("wizard_spell_learned","SC") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/magic/staff/chaos(get_turf(H))
temp = "You have purchased a staff of chaos."
max_uses--
if("staffdoor")
feedback_add_details("wizard_spell_learned","SD") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/magic/staff/door(get_turf(H))
temp = "You have purchased a staff of door creation."
max_uses--
if("barnyard")
feedback_add_details("wizard_spell_learned","BC") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/barnyardcurse(null))
temp = "You have learned the curse of the barnyard."
if("wands")
feedback_add_details("wizard_spell_learned","WA") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/storage/belt/wands/full(get_turf(H))
temp = "You have purchased an assortment of wands."
max_uses--
if("contract")
feedback_add_details("wizard_spell_learned","CT") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/antag_spawner/contract(get_turf(H))
temp = "You have purchased a contract of apprenticeship."
max_uses--
if("scrying")
feedback_add_details("wizard_spell_learned","SO") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/scrying(get_turf(H))
if (!(H.dna.check_mutation(XRAY)))
H.dna.add_mutation(XRAY)
temp = "You have purchased a scrying orb, and gained x-ray vision."
max_uses--
else
if(href_list["temp"])
temp = null
activepage = null
attack_self(H)
return
//Single Use Spellbooks//
/obj/item/weapon/spellbook/oneuse
var/spell = /obj/effect/proc_holder/spell/targeted/projectile/magic_missile //just a placeholder to avoid runtimes if someone spawned the generic
var/spellname = "sandbox"
var/used = 0
name = "spellbook of "
uses = 1
max_uses = 1
desc = "This template spellbook was never meant for the eyes of man..."
/obj/item/weapon/spellbook/oneuse/New()
..()
name += spellname
/obj/item/weapon/spellbook/oneuse/attack_self(mob/user as mob)
var/obj/effect/proc_holder/spell/S = new spell
for(var/obj/effect/proc_holder/spell/knownspell in user.mind.spell_list)
if(knownspell.type == S.type)
if(user.mind)
if(user.mind.special_role == "apprentice" || user.mind.special_role == "Wizard")
user <<"<span class='notice'>You're already far more versed in this spell than this flimsy how-to book can provide.</span>"
else
user <<"<span class='notice'>You've already read this one.</span>"
return
if(used)
recoil(user)
else
user.mind.AddSpell(S)
user <<"<span class='notice'>you rapidly read through the arcane book. Suddenly you realize you understand [spellname]!</span>"
user.attack_log += text("\[[time_stamp()]\] <font color='orange'>[user.real_name] ([user.ckey]) learned the spell [spellname] ([S]).</font>")
onlearned(user)
/obj/item/weapon/spellbook/oneuse/proc/recoil(mob/user as mob)
user.visible_message("<span class='warning'>[src] glows in a black light!</span>")
/obj/item/weapon/spellbook/oneuse/proc/onlearned(mob/user as mob)
used = 1
user.visible_message("<span class='caution'>[src] glows dark for a second!</span>")
/obj/item/weapon/spellbook/oneuse/attackby()
return
/obj/item/weapon/spellbook/oneuse/fireball
spell = /obj/effect/proc_holder/spell/dumbfire/fireball
spellname = "fireball"
icon_state ="bookfireball"
desc = "This book feels warm to the touch."
/obj/item/weapon/spellbook/oneuse/fireball/recoil(mob/user as mob)
..()
explosion(user.loc, -1, 0, 2, 3, 0, flame_range = 2)
qdel(src)
/obj/item/weapon/spellbook/oneuse/smoke
spell = /obj/effect/proc_holder/spell/targeted/smoke
spellname = "smoke"
icon_state ="booksmoke"
desc = "This book is overflowing with the dank arts."
/obj/item/weapon/spellbook/oneuse/smoke/recoil(mob/user as mob)
..()
user <<"<span class='caution'>Your stomach rumbles...</span>"
if(user.nutrition)
user.nutrition -= 200
if(user.nutrition <= 0)
user.nutrition = 0
/obj/item/weapon/spellbook/oneuse/blind
spell = /obj/effect/proc_holder/spell/targeted/trigger/blind
spellname = "blind"
icon_state ="bookblind"
desc = "This book looks blurry, no matter how you look at it."
/obj/item/weapon/spellbook/oneuse/blind/recoil(mob/user as mob)
..()
user <<"<span class='warning'>You go blind!</span>"
user.eye_blind = 10
/obj/item/weapon/spellbook/oneuse/mindswap
spell = /obj/effect/proc_holder/spell/targeted/mind_transfer
spellname = "mindswap"
icon_state ="bookmindswap"
desc = "This book's cover is pristine, though its pages look ragged and torn."
var/mob/stored_swap = null //Used in used book recoils to store an identity for mindswaps
/obj/item/weapon/spellbook/oneuse/mindswap/onlearned()
spellname = pick("fireball","smoke","blind","forcewall","knock","barnyard","charge")
icon_state = "book[spellname]"
name = "spellbook of [spellname]" //Note, desc doesn't change by design
..()
/obj/item/weapon/spellbook/oneuse/mindswap/recoil(mob/user as mob)
..()
if(stored_swap in dead_mob_list)
stored_swap = null
if(!stored_swap)
stored_swap = user
user <<"<span class='warning'>For a moment you feel like you don't even know who you are anymore.</span>"
return
if(stored_swap == user)
user <<"<span class='notice'>You stare at the book some more, but there doesn't seem to be anything else to learn...</span>"
return
if(user.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs -= V
if(stored_swap.mind.special_verbs.len)
for(var/V in stored_swap.mind.special_verbs)
stored_swap.verbs -= V
var/mob/dead/observer/ghost = stored_swap.ghostize(0)
user.mind.transfer_to(stored_swap)
if(stored_swap.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs += V
ghost.mind.transfer_to(user)
user.key = ghost.key
if(user.mind.special_verbs.len)
for(var/V in user.mind.special_verbs)
user.verbs += V
stored_swap <<"<span class='warning'>You're suddenly somewhere else... and someone else?!</span>"
user <<"<span class='warning'>Suddenly you're staring at [src] again... where are you, who are you?!</span>"
stored_swap = null
/obj/item/weapon/spellbook/oneuse/forcewall
spell = /obj/effect/proc_holder/spell/aoe_turf/conjure/forcewall
spellname = "forcewall"
icon_state ="bookforcewall"
desc = "This book has a dedication to mimes everywhere inside the front cover."
/obj/item/weapon/spellbook/oneuse/forcewall/recoil(mob/user as mob)
..()
user <<"<span class='warning'>You suddenly feel very solid!</span>"
var/obj/structure/closet/statue/S = new /obj/structure/closet/statue(user.loc, user)
S.timer = 30
user.drop_item()
/obj/item/weapon/spellbook/oneuse/knock
spell = /obj/effect/proc_holder/spell/aoe_turf/knock
spellname = "knock"
icon_state ="bookknock"
desc = "This book is hard to hold closed properly."
/obj/item/weapon/spellbook/oneuse/knock/recoil(mob/user as mob)
..()
user <<"<span class='warning'>You're knocked down!</span>"
user.Weaken(20)
/obj/item/weapon/spellbook/oneuse/barnyard
spell = /obj/effect/proc_holder/spell/targeted/barnyardcurse
spellname = "barnyard"
icon_state ="bookhorses"
desc = "This book is more horse than your mind has room for."
/obj/item/weapon/spellbook/oneuse/barnyard/recoil(mob/living/carbon/user as mob)
if(istype(user, /mob/living/carbon/human))
user <<"<font size='15' color='red'><b>HOR-SIE HAS RISEN</b></font>"
var/obj/item/clothing/mask/horsehead/magichead = new /obj/item/clothing/mask/horsehead
magichead.flags |= NODROP //curses!
magichead.flags_inv = null //so you can still see their face
magichead.voicechange = 1 //NEEEEIIGHH
if(!user.unEquip(user.wear_mask))
qdel(user.wear_mask)
user.equip_to_slot_if_possible(magichead, slot_wear_mask, 1, 1)
qdel(src)
else
user <<"<span class='notice'>I say thee neigh</span>" //It still lives here
/obj/item/weapon/spellbook/oneuse/charge
spell = /obj/effect/proc_holder/spell/targeted/charge
spellname = "charging"
icon_state ="bookcharge"
desc = "This book is made of 100% post-consumer wizard."
/obj/item/weapon/spellbook/oneuse/charge/recoil(mob/user as mob)
..()
user <<"<span class='warning'>[src] suddenly feels very warm!</span>"
empulse(src, 1, 1)
/obj/item/weapon/spellbook/oneuse/summonitem
spell = /obj/effect/proc_holder/spell/targeted/summonitem
spellname = "instant summons"
icon_state ="booksummons"
desc = "This book is bright and garish, very hard to miss."
/obj/item/weapon/spellbook/oneuse/summonitem/recoil(mob/user as mob)
..()
user <<"<span class='warning'>[src] suddenly vanishes!</span>"
qdel(src)