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scrolls.dm
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/obj/item/teleportation_scroll
name = "scroll of teleportation"
desc = "A scroll for moving around."
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll"
w_class = WEIGHT_CLASS_SMALL
item_state = "paper"
throw_speed = 3
throw_range = 7
actions_types = list(/datum/action/cooldown/spell/teleport/area_teleport/wizard/scroll)
/// Number of uses the scroll gets.
var/uses = 4
/obj/item/teleportation_scroll/Initialize(mapload)
. = ..()
// In the future, this can be generalized into just "magic scrolls that give you a specific spell".
var/datum/action/cooldown/spell/teleport/area_teleport/wizard/scroll/teleport = locate() in actions
if(!teleport)
return
teleport.name = name
teleport.button_icon = icon
teleport.button_icon_state = icon_state
RegisterSignal(teleport, COMSIG_SPELL_AFTER_CAST, PROC_REF(on_spell_cast))
/// Deplete charges if spell is cast successfully
/obj/item/teleportation_scroll/proc/on_spell_cast(datum/action/cooldown/spell/cast_spell, mob/living/cast_on)
SIGNAL_HANDLER
uses--
if(uses)
return
cast_on.balloon_alert(cast_on, "the scroll runs out of uses!")
/obj/item/teleportation_scroll/item_action_slot_check(slot, mob/user)
return (slot == ITEM_SLOT_HANDS)
/obj/item/teleportation_scroll/apprentice
name = "lesser scroll of teleportation"
uses = 1
/obj/item/teleportation_scroll/examine(mob/user)
. = ..()
if(uses)
. += "It has [uses] use\s remaining."
/obj/item/teleportation_scroll/attack_self(mob/user)
. = ..()
if(.)
return
if(!uses)
return
if(!ishuman(user))
return
var/mob/living/carbon/human/human_user = user
if(human_user.incapacitated() || !human_user.is_holding(src))
return
var/datum/action/cooldown/spell/teleport/area_teleport/wizard/scroll/teleport = locate() in actions
if(!teleport)
to_chat(user, span_warning("[src] seems to be a faulty teleportation scroll, and has no magic associated."))
return
if(!teleport.Activate(user))
return
return TRUE