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blood_magic.dm
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/datum/action/innate/cult/blood_magic //Blood magic handles the creation of blood spells (formerly talismans)
name = "Prepare Blood Magic"
button_icon_state = "carve"
desc = "Prepare blood magic by carving runes into your flesh. This is easier with an <b>empowering rune</b>."
default_button_position = DEFAULT_BLOODSPELLS
var/list/spells = list()
var/channeling = FALSE
/datum/action/innate/cult/blood_magic/Remove()
for(var/X in spells)
qdel(X)
..()
/datum/action/innate/cult/blood_magic/IsAvailable(feedback = FALSE)
if(!iscultist(owner))
return FALSE
return ..()
/datum/action/innate/cult/blood_magic/proc/Positioning()
for(var/datum/hud/hud as anything in viewers)
var/our_view = hud.mymob?.client?.view || "15x15"
var/atom/movable/screen/movable/action_button/button = viewers[hud]
var/position = screen_loc_to_offset(button.screen_loc)
var/spells_iterated = 0
for(var/datum/action/innate/cult/blood_spell/blood_spell in spells)
spells_iterated += 1
if(blood_spell.positioned)
continue
var/atom/movable/screen/movable/action_button/moving_button = blood_spell.viewers[hud]
if(!moving_button)
continue
var/our_x = position[1] + spells_iterated * world.icon_size // Offset any new buttons into our list
hud.position_action(moving_button, offset_to_screen_loc(our_x, position[2], our_view))
blood_spell.positioned = TRUE
/datum/action/innate/cult/blood_magic/Activate()
var/rune = FALSE
var/limit = RUNELESS_MAX_BLOODCHARGE
for(var/obj/effect/rune/empower/R in range(1, owner))
rune = TRUE
break
if(rune)
limit = MAX_BLOODCHARGE
if(length(spells) >= limit)
if(rune)
to_chat(owner, span_cultitalic("You cannot store more than [MAX_BLOODCHARGE] spells. <b>Pick a spell to remove.</b>"))
else
to_chat(owner, span_cultitalic("<b><u>You cannot store more than [RUNELESS_MAX_BLOODCHARGE] spells without an empowering rune! Pick a spell to remove.</b></u>"))
var/nullify_spell = tgui_input_list(owner, "Spell to remove", "Current Spells", spells)
if(isnull(nullify_spell))
return
qdel(nullify_spell)
var/entered_spell_name
var/datum/action/innate/cult/blood_spell/BS
var/list/possible_spells = list()
for(var/I in subtypesof(/datum/action/innate/cult/blood_spell))
var/datum/action/innate/cult/blood_spell/J = I
var/cult_name = initial(J.name)
possible_spells[cult_name] = J
possible_spells += "(REMOVE SPELL)"
entered_spell_name = tgui_input_list(owner, "Blood spell to prepare", "Spell Choices", possible_spells)
if(isnull(entered_spell_name))
return
if(entered_spell_name == "(REMOVE SPELL)")
var/nullify_spell = tgui_input_list(owner, "Spell to remove", "Current Spells", spells)
if(isnull(nullify_spell))
return
qdel(nullify_spell)
BS = possible_spells[entered_spell_name]
if(QDELETED(src) || owner.incapacitated() || !BS || (rune && !(locate(/obj/effect/rune/empower) in range(1, owner))) || (length(spells) >= limit))
return
to_chat(owner,span_warning("You begin to carve unnatural symbols into your flesh!"))
SEND_SOUND(owner, sound('sound/weapons/slice.ogg',0,1,10))
if(!channeling)
channeling = TRUE
else
to_chat(owner, span_cultitalic("You are already invoking blood magic!"))
return
if(do_after(owner, (100 - rune * 60), owner))
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.bleed(40 - rune*32)
var/datum/action/innate/cult/blood_spell/new_spell = new BS(owner)
new_spell.Grant(owner, src)
spells += new_spell
Positioning()
to_chat(owner, span_warning("Your wounds glow with power, you have prepared a [new_spell.name] invocation!"))
channeling = FALSE
/datum/action/innate/cult/blood_spell //The next generation of talismans, handles storage/creation of blood magic
name = "Blood Magic"
button_icon_state = "telerune"
desc = "Fear the Old Blood."
var/charges = 1
var/magic_path = null
var/obj/item/melee/blood_magic/hand_magic
var/datum/action/innate/cult/blood_magic/all_magic
var/base_desc //To allow for updating tooltips
var/invocation
var/health_cost = 0
/// Have we already been positioned into our starting location?
var/positioned = FALSE
/datum/action/innate/cult/blood_spell/Grant(mob/living/owner, datum/action/innate/cult/blood_magic/BM)
if(health_cost)
desc += "<br>Deals <u>[health_cost] damage</u> to your arm per use."
base_desc = desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
all_magic = BM
return ..()
/datum/action/innate/cult/blood_spell/Remove()
if(all_magic)
all_magic.spells -= src
if(hand_magic)
qdel(hand_magic)
hand_magic = null
..()
/datum/action/innate/cult/blood_spell/IsAvailable(feedback = FALSE)
if(!iscultist(owner) || owner.incapacitated() || !charges)
return FALSE
return ..()
/datum/action/innate/cult/blood_spell/Activate()
if(magic_path) //If this spell flows from the hand
if(!hand_magic)
hand_magic = new magic_path(owner, src)
if(!owner.put_in_hands(hand_magic))
qdel(hand_magic)
hand_magic = null
to_chat(owner, span_warning("You have no empty hand for invoking blood magic!"))
return
to_chat(owner, span_notice("Your wounds glow as you invoke the [name]."))
return
if(hand_magic)
qdel(hand_magic)
hand_magic = null
to_chat(owner, span_warning("You snuff out the spell, saving it for later."))
//Cult Blood Spells
/datum/action/innate/cult/blood_spell/stun
name = "Stun"
desc = "Empowers your hand to stun and mute a victim on contact. Effects become weaker as the cult grows in size."
button_icon_state = "hand"
magic_path = "/obj/item/melee/blood_magic/stun"
health_cost = 10
/datum/action/innate/cult/blood_spell/teleport
name = "Teleport"
desc = "Empowers your hand to teleport yourself or another cultist to a teleport rune on contact."
button_icon_state = "tele"
magic_path = "/obj/item/melee/blood_magic/teleport"
health_cost = 7
/datum/action/innate/cult/blood_spell/emp
name = "Electromagnetic Pulse"
desc = "Emits a large electromagnetic pulse."
button_icon_state = "emp"
health_cost = 10
invocation = "Ta'gh fara'qha fel d'amar det!"
click_action = TRUE
enable_text = span_cult("You prepare to emp a target...")
disable_text = span_cult("You dispel the magic...")
/datum/action/innate/cult/blood_spell/emp/do_ability(mob/living/caller, params, atom/target)
var/turf/T = get_turf(caller)
if(!isturf(T))
return FALSE
var/mob/living/carbon/user = caller
user.visible_message(span_warning("[user]'s hand flashes a bright blue!"), \
span_cultitalic("You speak the cursed words, emitting an EMP blast from your hand."))
var/obj/projectile/magic/ion/A = new /obj/projectile/magic/ion(user.loc)
A.firer = user
A.preparePixelProjectile(target, user, params)
A.fire()
if(health_cost)
if(user.active_hand_index == 1)
user.apply_damage(health_cost, BRUTE, BODY_ZONE_L_ARM)
else
user.apply_damage(health_cost, BRUTE, BODY_ZONE_R_ARM)
charges--
if(!charges)
unset_ranged_ability(caller, span_cult("You have exhausted the spell's power!"))
qdel(src)
return TRUE
/datum/action/innate/cult/blood_spell/shackles
name = "Shadow Shackles"
desc = "Empowers your hand to start handcuffing victim on contact, and mute them if successful."
button_icon_state = "cuff"
charges = 4
magic_path = "/obj/item/melee/blood_magic/shackles"
/datum/action/innate/cult/blood_spell/construction
name = "Twisted Construction"
desc = "Empowers your hand to corrupt certain metalic objects.<br><u>Converts:</u><br>Plasteel into runed metal<br>50 metal into a construct shell<br>Airlocks into brittle runed airlocks after a delay (harm intent)"
button_icon_state = "transmute"
magic_path = "/obj/item/melee/blood_magic/construction"
health_cost = 12
/datum/action/innate/cult/blood_spell/equipment
name = "Summon Equipment"
desc = "Allows you to summon a ritual dagger, or empowers your hand to summon combat gear onto a cultist you touch, including cult armor, a cult bola, and a cult sword."
button_icon_state = "equip"
magic_path = "/obj/item/melee/blood_magic/armor"
/datum/action/innate/cult/blood_spell/equipment/Activate()
var/choice = alert(owner,"Choose your equipment type",,"Combat Equipment","Ritual Dagger","Cancel")
if(choice == "Ritual Dagger")
var/turf/T = get_turf(owner)
owner.visible_message(span_warning("[owner]'s hand glows red for a moment."), \
span_cultitalic("Red light begins to shimmer and take form within your hand!"))
var/obj/O = new /obj/item/melee/cultblade/dagger(T)
if(owner.put_in_hands(O))
to_chat(owner, span_warning("A ritual dagger appears in your hand!"))
else
owner.visible_message(span_warning("A ritual dagger appears at [owner]'s feet!"), \
span_cultitalic("A ritual dagger materializes at your feet."))
SEND_SOUND(owner, sound('sound/effects/magic.ogg',0,1,25))
charges--
desc = base_desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
if(charges<=0)
qdel(src)
else if(choice == "Combat Equipment")
..()
/datum/action/innate/cult/blood_spell/horror
name = "Hallucinations"
desc = "Gives hallucinations to a target at range. A silent and invisible spell."
button_icon_state = "horror"
charges = 4
click_action = TRUE
enable_text = span_cult("You prepare to horrify a target...")
disable_text = span_cult("You dispel the magic...")
/datum/action/innate/cult/blood_spell/horror/InterceptClickOn(mob/living/caller, params, atom/clicked_on)
var/turf/caller_turf = get_turf(caller)
if(!isturf(caller_turf))
return FALSE
if(!ishuman(clicked_on) || get_dist(caller, clicked_on) > 7)
return FALSE
var/mob/living/carbon/human/human_clicked = clicked_on
if(iscultist(human_clicked))
return FALSE
return ..()
/datum/action/innate/cult/blood_spell/horror/do_ability(mob/living/caller, params, mob/living/carbon/human/clicked_on)
clicked_on.set_hallucinations_if_lower(2 MINUTES)
SEND_SOUND(caller, sound('sound/effects/ghost.ogg', FALSE, TRUE, 50))
var/image/sparkle_image = image('icons/effects/cult_effects.dmi', clicked_on, "bloodsparkles", ABOVE_MOB_LAYER)
clicked_on.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/cult, "cult_apoc", sparkle_image, NONE)
addtimer(CALLBACK(clicked_on, TYPE_PROC_REF(/atom/, remove_alt_appearance), "cult_apoc", TRUE), 4 MINUTES, TIMER_OVERRIDE|TIMER_UNIQUE)
to_chat(caller, span_cultbold("[clicked_on] has been cursed with living nightmares!"))
charges--
desc = base_desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
build_all_button_icons()
if(charges <= 0)
to_chat(caller, span_cult("You have exhausted the spell's power!"))
qdel(src)
return TRUE
/datum/action/innate/cult/blood_spell/veiling
name = "Conceal Presence"
desc = "Alternates between hiding and revealing nearby cult structures and runes."
invocation = "Kla'atu barada nikt'o!"
button_icon_state = "gone"
charges = 10
var/revealing = FALSE //if it reveals or not
/datum/action/innate/cult/blood_spell/veiling/Activate()
if(!revealing)
owner.visible_message(span_warning("Thin grey dust falls from [owner]'s hand!"), \
span_cultitalic("You invoke the veiling spell, hiding nearby runes."))
charges--
SEND_SOUND(owner, sound('sound/magic/smoke.ogg',0,1,25))
owner.whisper(invocation, language = /datum/language/common)
for(var/obj/effect/rune/R in range(5,owner))
R.conceal()
for(var/obj/structure/destructible/cult/S in range(5,owner))
S.conceal()
for(var/turf/open/floor/engine/cult/T in range(5,owner))
T.realappearance.alpha = 0
for(var/obj/machinery/door/airlock/cult/AL in range(5, owner))
AL.conceal()
revealing = TRUE
name = "Reveal Runes"
button_icon_state = "back"
else
owner.visible_message(span_warning("A flash of light shines from [owner]'s hand!"), \
span_cultitalic("You invoke the counterspell, revealing nearby runes."))
charges--
owner.whisper(invocation, language = /datum/language/common)
SEND_SOUND(owner, sound('sound/magic/enter_blood.ogg',0,1,25))
for(var/obj/effect/rune/R in range(7,owner)) //More range in case you weren't standing in exactly the same spot
R.reveal()
for(var/obj/structure/destructible/cult/S in range(6,owner))
S.reveal()
for(var/turf/open/floor/engine/cult/T in range(6,owner))
T.realappearance.alpha = initial(T.realappearance.alpha)
for(var/obj/machinery/door/airlock/cult/AL in range(6, owner))
AL.reveal()
revealing = FALSE
name = "Conceal Runes"
button_icon_state = "gone"
if(charges<= 0)
qdel(src)
desc = base_desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
build_all_button_icons()
/datum/action/innate/cult/blood_spell/manipulation
name = "Blood Rites"
desc = "Empowers your hand to absorb blood to be used for advanced rites, or heal a cultist on contact. Use the spell in-hand to cast advanced rites."
invocation = "Fel'th Dol Ab'orod!"
button_icon_state = "manip"
charges = 5
magic_path = "/obj/item/melee/blood_magic/manipulator"
// The "magic hand" items
/obj/item/melee/blood_magic
name = "\improper magical aura"
desc = "A sinister looking aura that distorts the flow of reality around it."
icon = 'icons/obj/weapons/hand.dmi'
lefthand_file = 'icons/mob/inhands/misc/touchspell_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/touchspell_righthand.dmi'
icon_state = "disintegrate"
item_state = "disintegrate"
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
throwforce = 0
throw_range = 0
throw_speed = 0
var/invocation
var/uses = 1
var/health_cost = 0 //The amount of health taken from the user when invoking the spell
var/datum/action/innate/cult/blood_spell/source
/obj/item/melee/blood_magic/New(loc, spell)
source = spell
uses = source.charges
health_cost = source.health_cost
..()
/obj/item/melee/blood_magic/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/melee/blood_magic/Destroy()
if(!QDELETED(source))
if(uses <= 0)
source.hand_magic = null
qdel(source)
source = null
else
source.hand_magic = null
source.charges = uses
source.desc = source.base_desc
source.desc += "<br><b><u>Has [uses] use\s remaining</u></b>."
source.build_all_button_icons()
..()
/obj/item/melee/blood_magic/attack_self(mob/living/user)
afterattack(user, user, TRUE)
/obj/item/melee/blood_magic/attack(mob/living/M, mob/living/carbon/user)
if(!iscarbon(user) || !iscultist(user))
uses = 0
qdel(src)
return
log_combat(user, M, "used a cult spell on", source.name, "")
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
/obj/item/melee/blood_magic/afterattack(atom/target, mob/living/carbon/user, proximity)
. = ..()
if(invocation)
user.whisper(invocation, language = /datum/language/common)
if(health_cost)
if(user.active_hand_index == 1)
user.apply_damage(health_cost, BRUTE, BODY_ZONE_L_ARM)
else
user.apply_damage(health_cost, BRUTE, BODY_ZONE_R_ARM)
if(uses <= 0)
qdel(src)
else if(source)
source.desc = source.base_desc
source.desc += "<br><b><u>Has [uses] use\s remaining</u></b>."
source.build_all_button_icons()
//Stun
/obj/item/melee/blood_magic/stun
name = "Stunning Aura"
desc = "Will stun and mute a victim on contact. Effects become weaker as the cult grows, and those with shielded minds are uneffected."
color = RUNE_COLOR_RED
invocation = "Fuu ma'jin!"
/obj/item/melee/blood_magic/stun/afterattack(atom/target, mob/living/carbon/user, proximity)
if(!isliving(target) || !proximity)
return
var/mob/living/L = target
if(iscultist(target))
return
var/datum/antagonist/cult/cultist = user.mind.has_antag_datum(/datum/antagonist/cult)
var/datum/team/cult/cult = cultist.get_team()
if(iscultist(user))
user.visible_message(span_warning("[user] holds up [user.p_their()] hand, which explodes in a flash of red light!"), \
span_cultitalic("You attempt to stun [L] with the spell!"))
user.mob_light(range = 3, color = LIGHT_COLOR_BLOOD_MAGIC, duration = 0.2 SECONDS)
var/anti_magic_source = L.can_block_magic()
if(anti_magic_source)
L.mob_light(range = 2, color = LIGHT_COLOR_HOLY_MAGIC, duration = 10 SECONDS)
var/mutable_appearance/forbearance = mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER)
L.add_overlay(forbearance)
addtimer(CALLBACK(L, TYPE_PROC_REF(/atom, cut_overlay), forbearance), 100)
if(istype(anti_magic_source, /obj/item))
var/obj/item/ams_object = anti_magic_source
target.visible_message(span_warning("[L] starts to glow in a halo of light!"), \
span_userdanger("Your [ams_object.name] begins to glow, emitting a blanket of holy light which surrounds you and protects you from the flash of light!"))
else
target.visible_message(span_warning("[L] starts to glow in a halo of light!"), \
span_userdanger("A feeling of warmth washes over you, rays of holy light surround your body and protect you from the flash of light!"))
else if(!HAS_TRAIT(target, TRAIT_MINDSHIELD)) //&& !istype(L.get_item_by_slot(ITEM_SLOT_HEAD), /obj/item/clothing/head/foilhat))
if(cult.cult_ascendent)
to_chat(user, span_cultitalic("[L] is dazed by a flash of red light!"))
L.Knockdown(100)
L.apply_damage(50, STAMINA, BODY_ZONE_HEAD)
L.flash_act(1,1)
if(issilicon(target))
var/mob/living/silicon/S = L
S.emp_act(EMP_HEAVY)
else if(iscarbon(target))
var/mob/living/carbon/C = L
C.cultslurring += 10
C.adjust_jitter(15 SECONDS)
if(is_servant_of_ratvar(L))
L.adjustBruteLoss(30)
else if(cult.cult_risen)
to_chat(user, span_cultitalic("In a dull flash of red, [L] falls to the ground!"))
L.Paralyze(80)
L.flash_act(1,1)
if(issilicon(target))
var/mob/living/silicon/S = L
S.emp_act(EMP_LIGHT)
else if(iscarbon(target))
var/mob/living/carbon/C = L
C.silent += 3
C.adjust_stutter(7 SECONDS)
C.cultslurring += 7
C.adjust_jitter(7 SECONDS)
if(is_servant_of_ratvar(L))
L.adjustBruteLoss(20)
else
to_chat(user, span_cultitalic("In a brilliant flash of red, [L] falls to the ground!"))
L.Paralyze(160)
L.flash_act(1,1)
if(issilicon(target))
var/mob/living/silicon/S = L
S.emp_act(EMP_HEAVY)
else if(iscarbon(target))
var/mob/living/carbon/C = L
C.silent += 6
C.adjust_stutter(15 SECONDS)
C.cultslurring += 15
C.adjust_jitter(15 SECONDS)
if(is_servant_of_ratvar(L))
L.adjustBruteLoss(15)
else
target.visible_message("<span class='warning'>[target] winces slightly as a red flash eminates from [user]'s hand</span>", \
"<span class='userdanger'>You get a small headache as a red flash eminates from [user]'s hand!</span>")
uses--
..()
//Teleportation
/obj/item/melee/blood_magic/teleport
name = "Teleporting Aura"
color = RUNE_COLOR_TELEPORT
desc = "Will teleport a cultist to a teleport rune on contact."
invocation = "Sas'so c'arta forbici!"
/obj/item/melee/blood_magic/teleport/afterattack(atom/target, mob/living/carbon/user, proximity)
if(!iscultist(target) || !proximity)
to_chat(user, span_warning("You can only teleport adjacent cultists with this spell!"))
return
if(iscultist(user))
var/list/potential_runes = list()
var/list/teleportnames = list()
for(var/R in GLOB.teleport_runes)
var/obj/effect/rune/teleport/T = R
potential_runes[avoid_assoc_duplicate_keys(T.listkey, teleportnames)] = T
if(!potential_runes.len)
to_chat(user, span_warning("There are no valid runes to teleport to!"))
log_game("Teleport talisman failed - no other teleport runes")
return
var/turf/T = get_turf(src)
if(is_away_level(T.z))
to_chat(user, span_cultitalic("You are not in the right dimension!"))
log_game("Teleport spell failed - user in away mission")
return
var/input_rune_key = input(user, "Choose a rune to teleport to.", "Rune to Teleport to") as null|anything in potential_runes //we know what key they picked
var/obj/effect/rune/teleport/actual_selected_rune = potential_runes[input_rune_key] //what rune does that key correspond to?
if(QDELETED(src) || !user || !user.is_holding(src) || user.incapacitated() || !actual_selected_rune || !proximity)
return
var/turf/dest = get_turf(actual_selected_rune)
if(dest.is_blocked_turf(TRUE))
to_chat(user, span_warning("The target rune is blocked. You cannot teleport there."))
return
uses--
var/turf/origin = get_turf(user)
var/mob/living/L = target
if(do_teleport(L, dest, channel = TELEPORT_CHANNEL_CULT))
origin.visible_message(span_warning("Dust flows from [user]'s hand, and [user.p_they()] disappear[user.p_s()] with a sharp crack!"), \
span_cultitalic("You speak the words of the talisman and find yourself somewhere else!"), "<i>You hear a sharp crack.</i>")
dest.visible_message(span_warning("There is a boom of outrushing air as something appears above the rune!"), null, "<i>You hear a boom.</i>")
..()
//Shackles
/obj/item/melee/blood_magic/shackles
name = "Shackling Aura"
desc = "Will start handcuffing a victim on contact, and mute them if successful."
invocation = "In'totum Lig'abis!"
color = "#000000" // black
/obj/item/melee/blood_magic/shackles/afterattack(atom/target, mob/living/carbon/user, proximity)
if(iscultist(user) && iscarbon(target) && proximity)
var/mob/living/carbon/C = target
if(C.get_num_arms(FALSE) >= 2 || C.get_arm_ignore())
CuffAttack(C, user)
else
user.visible_message(span_cultitalic("This victim doesn't have enough arms to complete the restraint!"))
return
..()
/obj/item/melee/blood_magic/shackles/proc/CuffAttack(mob/living/carbon/C, mob/living/user)
if(!C.handcuffed)
playsound(loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
C.visible_message(span_danger("[user] begins restraining [C] with dark magic!"), \
span_userdanger("[user] begins shaping dark magic shackles around your wrists!"))
if(do_after(user, 3 SECONDS, C))
if(!C.handcuffed)
C.set_handcuffed(new /obj/item/restraints/handcuffs/energy/cult/used(C))
C.update_handcuffed()
C.silent += 5
to_chat(user, span_notice("You shackle [C]."))
log_combat(user, C, "shackled")
uses--
else
to_chat(user, span_warning("[C] is already bound."))
else
to_chat(user, span_warning("You fail to shackle [C]."))
else
to_chat(user, span_warning("[C] is already bound."))
/obj/item/restraints/handcuffs/energy/cult //For the shackling spell
name = "shadow shackles"
desc = "Shackles that bind the wrists with sinister magic."
icon_state = "cuff"
trashtype = /obj/item/restraints/handcuffs/energy/used
item_flags = DROPDEL
/obj/item/restraints/handcuffs/energy/cult/used/dropped(mob/user)
user.visible_message(span_danger("[user]'s shackles shatter in a discharge of dark magic!"), \
span_userdanger("Your [src] shatters in a discharge of dark magic!"))
. = ..()
//Construction: Converts 50 metal to a construct shell, plasteel to runed metal, airlock to brittle runed airlock, a borg to a construct, or borg shell to a construct shell
/obj/item/melee/blood_magic/construction
name = "Twisting Aura"
desc = "Corrupts certain metalic objects on contact."
invocation = "Ethra p'ni dedol!"
color = "#000000" // black
/obj/item/melee/blood_magic/construction/examine(mob/user)
. = ..()
. += {"<u>A sinister spell used to convert:</u>\n
Plasteel into runed metal\n
[METAL_TO_CONSTRUCT_SHELL_CONVERSION] metal into a construct shell\n
Airlocks into brittle runed airlocks after a delay (harm intent)"}
/obj/item/melee/blood_magic/construction/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(proximity_flag && iscultist(user))
var/turf/T = get_turf(target)
if(istype(target, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/candidate = target
if(candidate.use(METAL_TO_CONSTRUCT_SHELL_CONVERSION))
uses--
to_chat(user, span_warning("A dark cloud emanates from your hand and swirls around the metal, twisting it into a construct shell!"))
new /obj/structure/constructshell(T)
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else
to_chat(user, span_warning("You need [METAL_TO_CONSTRUCT_SHELL_CONVERSION] metal to produce a construct shell!"))
return
else if(istype(target, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/candidate = target
var/quantity = candidate.amount
if(candidate.use(quantity))
uses --
new /obj/item/stack/sheet/runed_metal(T,quantity)
to_chat(user, span_warning("A dark cloud emanates from you hand and swirls around the plasteel, transforming it into runed metal!"))
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else if(istype(target,/obj/machinery/door/airlock))
playsound(T, 'sound/machines/airlockforced.ogg', 50, 1)
do_sparks(5, TRUE, target)
if(do_after(user, 5 SECONDS, user))
target.narsie_act()
uses--
user.visible_message(span_warning("Black ribbons suddenly eminate from [user]'s hand and cling to the airlock - twisting and corrupting it!"))
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else
return
else
to_chat(user, span_warning("The spell will not work on [target]!"))
return
..()
//Armor: Gives the target a basic cultist combat loadout
/obj/item/melee/blood_magic/armor
name = "Arming Aura"
desc = "Will equipt cult combat gear onto a cultist on contact."
color = "#33cc33" // green
/obj/item/melee/blood_magic/armor/afterattack(atom/target, mob/living/carbon/user, proximity)
if(iscarbon(target) && proximity)
uses--
var/mob/living/carbon/C = target
C.visible_message(span_warning("Otherworldly armor suddenly appears on [C]!"))
C.equip_to_slot_or_del(new /obj/item/clothing/under/color/black,ITEM_SLOT_ICLOTHING)
C.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(user), ITEM_SLOT_HEAD)
C.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(user), ITEM_SLOT_OCLOTHING)
C.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult/alt(user), ITEM_SLOT_FEET)
C.equip_to_slot_or_del(new /obj/item/storage/backpack/cultpack(user), ITEM_SLOT_BACK)
if(C == user)
qdel(src) //Clears the hands
C.put_in_hands(new /obj/item/melee/cultblade(user))
C.put_in_hands(new /obj/item/restraints/legcuffs/bola/cult(user))
..()
/obj/item/melee/blood_magic/manipulator
name = "Blood Rite Aura"
desc = "Absorbs blood from anything you touch. Touching cultists and constructs can heal them. Use in-hand to cast an advanced rite."
color = "#7D1717"
/obj/item/melee/blood_magic/manipulator/examine(mob/user)
. = ..()
. += "Blood spear, blood bolt barrage, and blood beam cost [BLOOD_SPEAR_COST], [BLOOD_BARRAGE_COST], and [BLOOD_BEAM_COST] charges respectively."
/obj/item/melee/blood_magic/manipulator/afterattack(atom/target, mob/living/carbon/human/user, proximity)
if(proximity)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(NOBLOOD in H.dna.species.species_traits)
to_chat(user,span_warning("Blood rites do not work on species with no blood!"))
return
if(iscultist(H))
if(H.stat == DEAD)
to_chat(user,span_warning("Only a revive rune can bring back the dead!"))
return
if(H.blood_volume < BLOOD_VOLUME_SAFE(H))
var/restore_blood = BLOOD_VOLUME_SAFE(H) - H.blood_volume
if(uses*2 < restore_blood)
H.blood_volume += uses*2
to_chat(user,span_danger("You use the last of your blood rites to restore what blood you could!"))
uses = 0
return ..()
else
H.blood_volume = BLOOD_VOLUME_SAFE(H)
uses -= round(restore_blood/2)
to_chat(user,span_warning("Your blood rites have restored [H == user ? "your" : "[H.p_their()]"] blood to safe levels!"))
var/overall_damage = H.getBruteLoss() + H.getFireLoss() + H.getToxLoss() + H.getOxyLoss()
if(overall_damage == 0)
to_chat(user,span_cult("That cultist doesn't require healing!"))
else
var/ratio = uses/overall_damage
if(H == user)
to_chat(user,span_cult("<b>Your blood healing is far less efficient when used on yourself!</b>"))
ratio *= 0.35 // Healing is half as effective if you can't perform a full heal
uses -= round(overall_damage) // Healing is 65% more "expensive" even if you can still perform the full heal
if(ratio>1)
ratio = 1
uses -= round(overall_damage)
H.visible_message(span_warning("[H] is fully healed by [H==user ? "[H.p_their()]":"[H]'s"]'s blood magic!"))
else
H.visible_message(span_warning("[H] is partially healed by [H==user ? "[H.p_their()]":"[H]'s"] blood magic."))
uses = 0
ratio *= -1
H.adjustOxyLoss((overall_damage*ratio) * (H.getOxyLoss() / overall_damage), 0)
H.adjustToxLoss((overall_damage*ratio) * (H.getToxLoss() / overall_damage), 0)
H.adjustFireLoss((overall_damage*ratio) * (H.getFireLoss() / overall_damage), 0)
H.adjustBruteLoss((overall_damage*ratio) * (H.getBruteLoss() / overall_damage), 0)
H.updatehealth()
playsound(get_turf(H), 'sound/magic/staff_healing.ogg', 25)
new /obj/effect/temp_visual/cult/sparks(get_turf(H))
user.Beam(H,icon_state="sendbeam",time=15)
else
if(H.stat == DEAD)
to_chat(user,span_warning("[H.p_their(TRUE)] blood has stopped flowing, you'll have to find another way to extract it."))
return
if(H.cultslurring)
to_chat(user,span_danger("[H.p_their(TRUE)] blood has been tainted by an even stronger form of blood magic, it's no use to us like this!"))
return
if(H.blood_volume > BLOOD_VOLUME_SAFE(H))
H.blood_volume -= 100
uses += 50
user.Beam(H,icon_state="drainbeam",time=10)
playsound(get_turf(H), 'sound/magic/enter_blood.ogg', 50)
H.visible_message(span_danger("[user] has drained some of [H]'s blood!"))
to_chat(user,span_cultitalic("Your blood rite gains 50 charges from draining [H]'s blood."))
new /obj/effect/temp_visual/cult/sparks(get_turf(H))
else
to_chat(user,span_danger("[H.p_theyre(TRUE)] missing too much blood - you cannot drain [H.p_them()] further!"))
return
if(isconstruct(target))
var/mob/living/simple_animal/M = target
var/missing = M.maxHealth - M.health
if(missing)
if(uses > missing)
M.adjustHealth(-missing)
M.visible_message(span_warning("[M] is fully healed by [user]'s blood magic!"))
uses -= missing
else
M.adjustHealth(-uses)
M.visible_message(span_warning("[M] is partially healed by [user]'s blood magic!"))
uses = 0
playsound(get_turf(M), 'sound/magic/staff_healing.ogg', 25)
user.Beam(M,icon_state="sendbeam",time=10)
if(istype(target, /obj/effect/decal/cleanable/blood))
blood_draw(target, user)
..()
/obj/item/melee/blood_magic/manipulator/proc/blood_draw(atom/target, mob/living/carbon/human/user)
var/temp = 0
var/turf/T = get_turf(target)
if(T)
for(var/obj/effect/decal/cleanable/blood/B in view(T, 2))
if(B.blood_state == BLOOD_STATE_HUMAN)
if(B.bloodiness == 100) //Bonus for "pristine" bloodpools, also to prevent cheese with footprint spam
temp += 30
else
temp += max((B.bloodiness**2)/800,1)
new /obj/effect/temp_visual/cult/turf/floor(get_turf(B))
qdel(B)
for(var/obj/effect/decal/cleanable/blood/trail_holder/TH in view(T, 2))
qdel(TH)
if(temp)
user.Beam(T,icon_state="drainbeam",time=15)
new /obj/effect/temp_visual/cult/sparks(get_turf(user))
playsound(T, 'sound/magic/enter_blood.ogg', 50)
to_chat(user, span_cultitalic("Your blood rite has gained [round(temp)] charge\s from blood sources around you!"))
uses += max(1, round(temp))
/obj/item/melee/blood_magic/manipulator/attack_self(mob/living/user)
if(iscultist(user))
var/list/options = list("Blood Spear (150)", "Blood Bolt Barrage (300)", "Blood Beam (500)")
var/choice = input(user, "Choose a greater blood rite...", "Greater Blood Rites") as null|anything in options
if(!choice)
to_chat(user, span_cultitalic("You decide against conducting a greater blood rite."))
return
switch(choice)
if("Blood Spear (150)")
if(uses < BLOOD_SPEAR_COST)
to_chat(user, span_cultitalic("You need [BLOOD_SPEAR_COST] charges to perform this rite."))
else
uses -= BLOOD_SPEAR_COST
var/turf/T = get_turf(user)
qdel(src)
var/datum/action/innate/cult/spear/S = new(user)
var/obj/item/cult_spear/rite = new(T)
S.Grant(user, rite)
rite.spear_act = S
if(user.put_in_hands(rite))
to_chat(user, span_cultitalic("A [rite.name] appears in your hand!"))
else
user.visible_message(span_warning("A [rite.name] appears at [user]'s feet!"), \
span_cultitalic("A [rite.name] materializes at your feet."))
if("Blood Bolt Barrage (300)")
if(uses < BLOOD_BARRAGE_COST)
to_chat(user, span_cultitalic("You need [BLOOD_BARRAGE_COST] charges to perform this rite."))
else
var/obj/rite = new /obj/item/gun/ballistic/rifle/boltaction/enchanted/arcane_barrage/blood()
uses -= BLOOD_BARRAGE_COST
qdel(src)
if(user.put_in_hands(rite))
to_chat(user, span_cult("<b>Your hands glow with power!</b>"))
else
to_chat(user, span_cultitalic("You need a free hand for this rite!"))
qdel(rite)
if("Blood Beam (500)")
if(uses < BLOOD_BEAM_COST)
to_chat(user, span_cultitalic("You need [BLOOD_BEAM_COST] charges to perform this rite."))
else
var/obj/rite = new /obj/item/blood_beam()
uses -= BLOOD_BEAM_COST
qdel(src)
if(user.put_in_hands(rite))
to_chat(user, span_cultlarge("<b>Your hands glow with POWER OVERWHELMING!!!</b>"))
else
to_chat(user, span_cultitalic("You need a free hand for this rite!"))
qdel(rite)