Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Removes magic stuff adjacent to gun/magic #2877

Merged
merged 120 commits into from
Jun 7, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
120 commits
Select commit Hold shift + click to select a range
46e4dce
a thing
FalloutFalcon Nov 22, 2023
55d0b19
kinda workin
FalloutFalcon Nov 22, 2023
809d204
this uhh is not working. gonna rework this all
FalloutFalcon Nov 22, 2023
c4906ac
Improves deconstruction functionality to lathe
FalloutFalcon Nov 22, 2023
b1c734e
new options? half working
FalloutFalcon Nov 22, 2023
3bbba1f
might try to port some eris stuff (foolish)
FalloutFalcon Nov 23, 2023
39679d8
gun parts
FalloutFalcon Nov 23, 2023
d3155d0
"works" dont like how this is handled
FalloutFalcon Nov 25, 2023
5bbc36a
we getting there
FalloutFalcon Nov 25, 2023
db2edc3
grip dont control gun and seperate files
FalloutFalcon Nov 25, 2023
de7c2b5
shrug
FalloutFalcon Nov 25, 2023
22de36f
scrap blueprint system
FalloutFalcon Jan 19, 2024
8f28e6b
frames on gun init
FalloutFalcon Jan 20, 2024
976ae14
dynamicly generate the parts
FalloutFalcon Jan 22, 2024
04982c4
yea
FalloutFalcon Jan 24, 2024
08df15f
yea
FalloutFalcon Jan 24, 2024
8cc5bfe
aaa
FalloutFalcon Jan 24, 2024
5304d07
wow it just works!!
FalloutFalcon Jan 25, 2024
182551f
bitflags soon
FalloutFalcon Jan 25, 2024
ad28497
ye
FalloutFalcon Jan 26, 2024
8a870e0
yea
FalloutFalcon Jan 26, 2024
a5dc317
commit to recipes
FalloutFalcon Jan 31, 2024
98b5d80
yea
FalloutFalcon Jan 31, 2024
8c1b7c5
Refactor gun crafting module and add new tools
FalloutFalcon Jan 31, 2024
2959730
poorly optimized holy dang
FalloutFalcon Jan 31, 2024
93f1813
yea
FalloutFalcon Jan 31, 2024
2bf0717
evil tbh
FalloutFalcon Jan 31, 2024
f08b4bb
ye
FalloutFalcon Jan 31, 2024
4420698
kinda working i think?
FalloutFalcon Jan 31, 2024
f4c2581
unit test?
FalloutFalcon Jan 31, 2024
3a2863c
yea
FalloutFalcon Jan 31, 2024
d4762b3
hard to tell if parts are reinstalled without any
FalloutFalcon Jan 31, 2024
f80aad3
what if wrong?
FalloutFalcon Jan 31, 2024
026d860
TEST
FalloutFalcon Jan 31, 2024
7503789
bleh
FalloutFalcon Feb 1, 2024
b05cf87
no bitflags
FalloutFalcon Feb 1, 2024
2aec984
shrug
FalloutFalcon Feb 1, 2024
52e6d39
Merge branch 'guncrafting' of https://github.com/FalloutFalcon/Shipte…
FalloutFalcon Feb 2, 2024
281debc
yea
FalloutFalcon Feb 2, 2024
0eee121
yea
FalloutFalcon Feb 2, 2024
c52fb7f
wooo so much stuff..
FalloutFalcon Feb 4, 2024
3c9125d
much clearer
FalloutFalcon Feb 4, 2024
e814742
oops all camelCase
FalloutFalcon Feb 5, 2024
422ddb1
see how this goes
FalloutFalcon Feb 5, 2024
67db4f3
Merge branch 'master' into guncrafting
FalloutFalcon Feb 5, 2024
0ffb50f
ballistic
FalloutFalcon Feb 5, 2024
e54f627
cruft guns
FalloutFalcon Feb 5, 2024
30277b3
kills pins
FalloutFalcon Feb 5, 2024
48deb25
Merge branch 'master' of https://github.com/shiptest-ss13/Shiptest in…
FalloutFalcon Feb 5, 2024
8e1c8d2
Merge branch 'master' into guncrafting
FalloutFalcon Feb 5, 2024
4756438
hm
FalloutFalcon Feb 5, 2024
a049ff9
oh the paths changed alot?
FalloutFalcon Feb 5, 2024
54ec418
yea
FalloutFalcon Feb 5, 2024
f6af122
candor
FalloutFalcon Feb 5, 2024
f39fe7e
firing pins are the devil i think
FalloutFalcon Feb 6, 2024
b81b109
Merge branch 'master' into kills-magic
FalloutFalcon Feb 6, 2024
bc765fa
ok no errors?
FalloutFalcon Feb 6, 2024
6c3113d
some more
FalloutFalcon Feb 6, 2024
5981540
than k you thingrvr :thumbsup:
FalloutFalcon Feb 6, 2024
7547ca6
proper foam darts where needed
FalloutFalcon Feb 7, 2024
830f01c
Merge remote-tracking branch 'upstream/master' into kills-magic
FalloutFalcon Feb 24, 2024
ed83234
Merge remote-tracking branch 'upstream/master' into guncrafting
FalloutFalcon Feb 24, 2024
a4604f4
ya
FalloutFalcon Feb 29, 2024
08c5872
Merge branch 'master' of https://github.com/shiptest-ss13/Shiptest in…
FalloutFalcon Mar 5, 2024
e735f97
i dunno
FalloutFalcon Mar 5, 2024
f345d44
yea
FalloutFalcon Mar 9, 2024
8506478
culling to pistols and revvys and reduces gun part quanity from crate
FalloutFalcon Mar 21, 2024
9e22fae
augh
FalloutFalcon Mar 21, 2024
44e83b3
Merge remote-tracking branch 'Shiptest/master' into guncrafting
FalloutFalcon Mar 21, 2024
a466463
Merge remote-tracking branch 'Shiptest/master' into kills-magic
FalloutFalcon Apr 1, 2024
91e07f2
unit unit
FalloutFalcon Apr 2, 2024
4dd50c8
Merge remote-tracking branch 'Shiptest/master' into guncrafting
FalloutFalcon Apr 2, 2024
1fe0695
soft port of CEV-eris tool system
FalloutFalcon Apr 2, 2024
1cba2a0
stuff
FalloutFalcon Apr 2, 2024
d0f6552
yea
FalloutFalcon Apr 2, 2024
ecfdd90
pass mabye
FalloutFalcon Apr 2, 2024
ad53bb3
Merge branch 'master' into kills-magic
FalloutFalcon Apr 3, 2024
570b279
Merge branch 'guncrafting' into gun-qol
FalloutFalcon Apr 3, 2024
e7a6c2b
wow surpised it already builds
FalloutFalcon Apr 4, 2024
6564855
regenerate and Atomproc call admin tools make these pointless
FalloutFalcon Apr 4, 2024
32ad922
how did i readd this
FalloutFalcon Apr 4, 2024
d5046c5
more lol
FalloutFalcon Apr 4, 2024
1d48d3e
yea
FalloutFalcon Apr 4, 2024
c696e68
removes more magic
FalloutFalcon Apr 6, 2024
c306c51
Merge remote-tracking branch 'Upstream/master' into kills-magic
FalloutFalcon Apr 11, 2024
f220ab1
Merge branch 'master' of https://github.com/shiptest-ss13/Shiptest in…
FalloutFalcon Apr 11, 2024
5e86a57
fix
FalloutFalcon Apr 11, 2024
c346395
unrestricted no longer exists
FalloutFalcon Apr 11, 2024
68e23f2
gun defines more orginized
FalloutFalcon Apr 18, 2024
039813a
Merge remote-tracking branch 'Shiptest/master' into gun-qol
FalloutFalcon Apr 18, 2024
13999e2
e
FalloutFalcon Apr 18, 2024
1819710
Merge branch 'master' into kills-magic
FalloutFalcon Apr 18, 2024
4d6244f
Update beach_ancient_ruin.dmm
FalloutFalcon Apr 18, 2024
de2336d
nvm im dum
FalloutFalcon Apr 18, 2024
1eb41c3
Delete _maps/shuttles/syndicate/syndicate_luxembourg.dmm
FalloutFalcon Apr 18, 2024
cc24059
yea
FalloutFalcon Apr 18, 2024
36397d5
Merge branch 'kills-magic' into gun-qol
FalloutFalcon Apr 19, 2024
a4059d5
Merge branch 'master' into gun-qol
FalloutFalcon Apr 19, 2024
c5075d0
Merge remote-tracking branch 'Shiptest/master' into gun-qol
FalloutFalcon Apr 23, 2024
243c78f
retrigger checks
FalloutFalcon Apr 24, 2024
f055598
Merge branch 'master' into gun-qol
FalloutFalcon Apr 29, 2024
d82e8fe
Merge branch 'master' into gun-qol
FalloutFalcon May 5, 2024
3aa32cc
Merge branch 'master' into gun-qol
FalloutFalcon May 15, 2024
929c7f6
Merge branch 'master' into gun-qol
FalloutFalcon May 16, 2024
4054188
Merge branch 'master' of https://github.com/shiptest-ss13/Shiptest in…
FalloutFalcon May 27, 2024
9ca2740
Merge branch 'master' into gun-qol
FalloutFalcon May 28, 2024
b8c7bb6
Merge branch 'master' into gun-qol
Sun-Soaked May 31, 2024
9ba2361
readds tentacle
FalloutFalcon May 31, 2024
86d3ab7
hm
FalloutFalcon May 31, 2024
3202654
fix?
FalloutFalcon May 31, 2024
212a24b
there is NOT whitespace there
FalloutFalcon May 31, 2024
e84dc4e
oh im dumb wrong pr.
FalloutFalcon May 31, 2024
88faeac
Merge branch 'master' into gun-qol
Sun-Soaked May 31, 2024
a16deca
Merge branch 'master' of https://github.com/shiptest-ss13/Shiptest in…
FalloutFalcon Jun 2, 2024
33c6210
Merge branch 'master' into gun-qol
FalloutFalcon Jun 2, 2024
7735d92
Merge branch 'master' of https://github.com/shiptest-ss13/Shiptest in…
FalloutFalcon Jun 7, 2024
2b91a52
stuff
FalloutFalcon Jun 7, 2024
f7bfd30
renamed
FalloutFalcon Jun 7, 2024
f2dff8e
yea
FalloutFalcon Jun 7, 2024
e70591d
oops double defined
FalloutFalcon Jun 7, 2024
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
5 changes: 0 additions & 5 deletions _maps/map_files/generic/CentCom.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -3045,11 +3045,6 @@
/area/wizard_station)
"aEX" = (
/obj/structure/table/wood,
/obj/item/gun/magic/wand{
desc = "Used in emergencies to reignite magma engines.";
max_charges = 0;
name = "wand of emergency engine ignition"
},
/turf/open/floor/plasteel,
/area/wizard_station)
"aEY" = (
Expand Down
1 change: 0 additions & 1 deletion code/__DEFINES/DNA.dm
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,6 @@
#define GLOWY /datum/mutation/human/glow
#define ANTIGLOWY /datum/mutation/human/glow/anti
#define TELEPATHY /datum/mutation/human/telepathy
#define FIREBREATH /datum/mutation/human/firebreath
#define VOID /datum/mutation/human/void
#define TONGUESPIKE /datum/mutation/human/tonguespike
#define TONGUESPIKECHEM /datum/mutation/human/tongue_spike/chem
Expand Down
67 changes: 0 additions & 67 deletions code/__DEFINES/combat.dm
Original file line number Diff line number Diff line change
Expand Up @@ -133,53 +133,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(/obj/item/gun)))
#define EMBED_POINTY list("ignore_throwspeed_threshold" = TRUE)
#define EMBED_POINTY_SUPERIOR list("embed_chance" = 100, "ignore_throwspeed_threshold" = TRUE)

//Gun weapon weight
/// Allows you to dual wield this gun and your offhand gun
#define WEAPON_LIGHT 1
/// Does not allow you to dual wield with this gun and your offhand gun
#define WEAPON_MEDIUM 2
/// You must wield the gun to fire this gun
#define WEAPON_HEAVY 3
/// You must FULLY wield (wait the full wield delay) the gun to fire this gun
#define WEAPON_VERY_HEAVY 4
//Gun trigger guards
#define TRIGGER_GUARD_ALLOW_ALL -1
#define TRIGGER_GUARD_NONE 0
#define TRIGGER_GUARD_NORMAL 1
//Gun bolt types
///The gun has a closed bolt, when resting it's closed, and must be racked to get a bullet from a magazine. see: Every Fucking Videogame Gun Ever
#define BOLT_TYPE_STANDARD 1
///Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed.
/// Example: Some SMGs, the L6
#define BOLT_TYPE_OPEN 2
///Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine.
/// Example: Break action shotguns, revolvers
#define BOLT_TYPE_NO_BOLT 3
///Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in.
/// Example: Pistols with a slide lock, some SMGs
#define BOLT_TYPE_LOCKING 4
//Sawn off nerfs
///accuracy penalty of sawn off guns
#define SAWN_OFF_ACC_PENALTY 25
///added recoil of sawn off guns
#define SAWN_OFF_RECOIL 1

//ammo box sprite defines
///ammo box will always use provided icon state
#define AMMO_BOX_ONE_SPRITE 0
///ammo box will have a different state for each bullet; <icon_state>-<bullets left>
#define AMMO_BOX_PER_BULLET 1
///ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0
#define AMMO_BOX_FULL_EMPTY 2

#define SUPPRESSED_NONE 0
#define SUPPRESSED_QUIET 1 ///standard suppressed
#define SUPPRESSED_VERY 2 /// no message

//Projectile Reflect
#define REFLECT_NORMAL (1<<0)
#define REFLECT_FAKEPROJECTILE (1<<1)

//Object/Item sharpness
#define IS_BLUNT 0
#define IS_SHARP 1
Expand Down Expand Up @@ -215,23 +168,3 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(/obj/item/gun)))

//We will round to this value in damage calculations.
#define DAMAGE_PRECISION 0.1

//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.

#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle

//Autofire component
/// Compatible firemode is in the gun. Wait until it's held in the user hands.
#define AUTOFIRE_STAT_IDLE (1<<0)
/// Gun is active and in the user hands. Wait until user does a valid click.
#define AUTOFIRE_STAT_ALERT (1<<1)
/// Gun is shooting.
#define AUTOFIRE_STAT_FIRING (1<<2)

#define COMSIG_AUTOFIRE_ONMOUSEDOWN "autofire_onmousedown"
#define COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS (1<<0)
#define COMSIG_AUTOFIRE_SHOT "autofire_shot"
#define COMPONENT_AUTOFIRE_SHOT_SUCCESS (1<<0)
78 changes: 77 additions & 1 deletion code/__DEFINES/guns.dm
Original file line number Diff line number Diff line change
@@ -1,4 +1,61 @@
//weapon manufacturers
//Gun weapon weight
/// Allows you to dual wield this gun and your offhand gun
#define WEAPON_LIGHT 1
/// Does not allow you to dual wield with this gun and your offhand gun
#define WEAPON_MEDIUM 2
/// You must wield the gun to fire this gun
#define WEAPON_HEAVY 3
/// You must FULLY wield (wait the full wield delay) the gun to fire this gun
#define WEAPON_VERY_HEAVY 4
//Gun trigger guards
#define TRIGGER_GUARD_ALLOW_ALL -1
#define TRIGGER_GUARD_NONE 0
#define TRIGGER_GUARD_NORMAL 1
//Gun bolt types
///The gun has a closed bolt, when resting it's closed, and must be racked to get a bullet from a magazine. see: Every Fucking Videogame Gun Ever
#define BOLT_TYPE_STANDARD 1
///Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed.
/// Example: Some SMGs, the L6
#define BOLT_TYPE_OPEN 2
///Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine.
/// Example: Break action shotguns, revolvers
#define BOLT_TYPE_NO_BOLT 3
///Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in.
/// Example: Pistols with a slide lock, some SMGs
#define BOLT_TYPE_LOCKING 4
//Sawn off nerfs
///accuracy penalty of sawn off guns
#define SAWN_OFF_ACC_PENALTY 25
///added recoil of sawn off guns
#define SAWN_OFF_RECOIL 1

//ammo box sprite defines
///ammo box will always use provided icon state
#define AMMO_BOX_ONE_SPRITE 0
///ammo box will have a different state for each bullet; <icon_state>-<bullets left>
#define AMMO_BOX_PER_BULLET 1
///ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0
#define AMMO_BOX_FULL_EMPTY 2

#define SUPPRESSED_NONE 0
#define SUPPRESSED_QUIET 1 ///standard suppressed
#define SUPPRESSED_VERY 2 /// no message

//Autofire component
/// Compatible firemode is in the gun. Wait until it's held in the user hands.
#define AUTOFIRE_STAT_IDLE (1<<0)
/// Gun is active and in the user hands. Wait until user does a valid click.
#define AUTOFIRE_STAT_ALERT (1<<1)
/// Gun is shooting.
#define AUTOFIRE_STAT_FIRING (1<<2)

#define COMSIG_AUTOFIRE_ONMOUSEDOWN "autofire_onmousedown"
#define COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS (1<<0)
#define COMSIG_AUTOFIRE_SHOT "autofire_shot"
#define COMPONENT_AUTOFIRE_SHOT_SUCCESS (1<<0)

#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.6

#define MANUFACTURER_NONE null
#define MANUFACTURER_SHARPLITE "the Sharplite Defense logo"
#define MANUFACTURER_SHARPLITE_NEW "the Nanotrasen-Sharplite logo"
Expand All @@ -15,6 +72,25 @@
#define MANUFACTURER_PGF "the Etherbor Industries emblem"
#define MANUFACTURER_IMPORT "Lanchester Import Co."


/////////////////
// PROJECTILES //
/////////////////

//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.

#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle

//Projectile Reflect
#define REFLECT_NORMAL (1<<0)
#define REFLECT_FAKEPROJECTILE (1<<1)

#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan.
#define MUZZLE_EFFECT_PIXEL_INCREMENT 17 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers.

#define FIREMODE_SEMIAUTO "single"
#define FIREMODE_BURST "burst"
#define FIREMODE_FULLAUTO "auto"
Expand Down
1 change: 0 additions & 1 deletion code/controllers/subsystem/traumas.dm
Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,6 @@ SUBSYSTEM_DEF(traumas)
/obj/item/soulstone,
/obj/item/clothing/suit/wizrobe, /obj/item/clothing/head/wizard, /obj/item/spellbook, /obj/item/staff,
/obj/item/clothing/suit/space/hardsuit/shielded/wizard, /obj/item/clothing/suit/space/hardsuit/wizard,
/obj/item/gun/magic/staff, /obj/item/gun/magic/wand,
/obj/item/nullrod, /obj/item/clothing/under/rank/civilian/chaplain)),

"aliens" = typecacheof(list(
Expand Down
4 changes: 0 additions & 4 deletions code/datums/components/fantasy/suffixes.dm
Original file line number Diff line number Diff line change
Expand Up @@ -131,11 +131,7 @@
/obj/projectile/bullet/honker = 15,
/obj/projectile/temp = 15,
/obj/projectile/ion = 15,
/obj/projectile/magic/door = 15,
/obj/projectile/magic/locker = 15,
/obj/projectile/magic/fetch = 15,
/obj/projectile/beam/emitter = 15,
/obj/projectile/magic/flying = 15,
/obj/projectile/energy/net = 15,
/obj/projectile/bullet/incendiary/c9mm = 15,
/obj/projectile/temp/hot = 15,
Expand Down
2 changes: 0 additions & 2 deletions code/datums/dna.dm
Original file line number Diff line number Diff line change
Expand Up @@ -659,8 +659,6 @@
O.Remove(src)
visible_message("<span class='danger'>[src] vomits up their [O.name]!</span>", "<span class='danger'>You vomit up your [O.name]</span>") //no "vomit up your the heart"
O.forceMove(drop_location())
if(prob(20))
O.animate_atom_living()
if(9 to 10)
ForceContractDisease(new/datum/disease/gastrolosis())
to_chat(src, "<span class='notice'>Oh, I actually feel quite alright!</span>")
Expand Down
61 changes: 0 additions & 61 deletions code/datums/mutations/actions.dm
Original file line number Diff line number Diff line change
Expand Up @@ -88,67 +88,6 @@
if(direction_text)
to_chat(user,"<span class='notice'>You consider [tracking_target]'s scent. The trail leads <b>[direction_text].</b></span>")

/datum/mutation/human/firebreath
name = "Fire Breath"
desc = "An ancient mutation that gives lizards breath of fire."
quality = POSITIVE
difficulty = 12
locked = TRUE
text_gain_indication = "<span class='notice'>Your throat is burning!</span>"
text_lose_indication = "<span class='notice'>Your throat is cooling down.</span>"
power = /obj/effect/proc_holder/spell/aimed/firebreath
instability = 30
energy_coeff = 1
power_coeff = 1

/datum/mutation/human/firebreath/modify()
if(power)
var/obj/effect/proc_holder/spell/aimed/firebreath/S = power
S.strength = GET_MUTATION_POWER(src)

/obj/effect/proc_holder/spell/aimed/firebreath
name = "Fire Breath"
desc = "You can breathe fire at a target."
school = "evocation"
charge_max = 600
clothes_req = FALSE
range = 20
projectile_type = /obj/projectile/magic/aoe/fireball/firebreath
base_icon_state = "fireball"
action_icon_state = "fireball0"
sound = 'sound/magic/demon_dies.ogg' //horrifying lizard noises
active_msg = "You built up heat in your mouth."
deactive_msg = "You swallow the flame."
var/strength = 1

/obj/effect/proc_holder/spell/aimed/firebreath/before_cast(list/targets)
. = ..()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.is_mouth_covered())
C.adjust_fire_stacks(2)
C.IgniteMob()
to_chat(C,"<span class='warning'>Something in front of your mouth caught fire!</span>")
return FALSE

/obj/effect/proc_holder/spell/aimed/firebreath/ready_projectile(obj/projectile/P, atom/target, mob/user, iteration)
if(!istype(P, /obj/projectile/magic/aoe/fireball))
return
var/obj/projectile/magic/aoe/fireball/F = P
switch(strength)
if(1 to 3)
F.exp_light = strength-1
if(4 to INFINITY)
F.exp_heavy = strength-3
F.exp_fire += strength

/obj/projectile/magic/aoe/fireball/firebreath
name = "fire breath"
exp_heavy = 0
exp_light = 0
exp_flash = 0
exp_fire= 4

/datum/mutation/human/void
name = "Void Magnet"
desc = "A rare genome that attracts odd forces not usually observed."
Expand Down
25 changes: 0 additions & 25 deletions code/game/gamemodes/objective.dm
Original file line number Diff line number Diff line change
Expand Up @@ -883,31 +883,6 @@ GLOBAL_LIST_EMPTY(possible_items_special)
explanation_text = "Steal at least five guns!"
wanted_items = list(/obj/item/gun)

/datum/objective/steal_five_of_type/summon_magic
name = "steal magic"
explanation_text = "Steal at least five magical artefacts!"
wanted_items = list()

/datum/objective/steal_five_of_type/summon_magic/New()
wanted_items = GLOB.summoned_magic_objectives
..()

/datum/objective/steal_five_of_type/summon_magic/check_completion()
var/list/datum/mind/owners = get_owners()
var/stolen_count = 0
for(var/datum/mind/M in owners)
if(!isliving(M.current))
continue
var/list/all_items = M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for wanted items
if(istype(I, /obj/item/book/granter/spell))
var/obj/item/book/granter/spell/spellbook = I
if(!spellbook.used || !spellbook.oneuse) //if the book still has powers...
stolen_count++ //it counts. nice.
else if(is_type_in_typecache(I, wanted_items))
stolen_count++
return stolen_count >= 5

//Created by admin tools
/datum/objective/custom
name = "custom"
Expand Down
5 changes: 0 additions & 5 deletions code/game/objects/items/dna_injector.dm
Original file line number Diff line number Diff line change
Expand Up @@ -90,11 +90,6 @@
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations = list(HULK)

/obj/item/dnainjector/firebreath
name = "\improper DNA injector (Fire Breath)"
desc = "Restores the dragon ancestry."
add_mutations = list(FIREBREATH)

/obj/item/dnainjector/xraymut
name = "\improper DNA injector (X-ray)"
desc = "Finally you can see what the Captain does."
Expand Down
13 changes: 0 additions & 13 deletions code/game/objects/items/granters.dm
Original file line number Diff line number Diff line change
Expand Up @@ -247,19 +247,6 @@
user.Stun(40, ignore_canstun = TRUE)
user.petrify(30)

/obj/item/book/granter/spell/cards
spell = /obj/effect/proc_holder/spell/aimed/spell_cards
spellname = "spellcards"
icon_state ="bookspellcards"
desc = "The ultimate card trick, for users ten and up."
remarks = list("It's all about the razzmataz.", "...I don't think I'll actually be sawing anyone in half", "These are pretty flimsy, most armor would defeat them.", "They do burn damage? Weird.", "Why the dumb stance? It's just a flick of the hand...", "Are these cards? They feel stiffer then pages.", "Best performed using a top hat...")

/obj/item/book/granter/spell/cards/recoil(mob/living/user)
..()
to_chat(user,"<span class='warning'>The cards are against you!</span>")
user.Stun(40, ignore_canstun = TRUE)
user.petrify(30)

/obj/item/book/granter/spell/shapechange
spell = /obj/effect/proc_holder/spell/targeted/shapeshift
spellname = "shapechange"
Expand Down
27 changes: 0 additions & 27 deletions code/game/objects/items/storage/belt.dm
Original file line number Diff line number Diff line change
Expand Up @@ -600,33 +600,6 @@
/obj/item/multitool = 1)
generate_items_inside(items_inside,src)


/obj/item/storage/belt/wands
name = "wand belt"
desc = "A belt designed to hold various rods of power. A veritable fanny pack of exotic magic."
icon_state = "soulstone"
item_state = "soulstone"

/obj/item/storage/belt/wands/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.set_holdable(list(
/obj/item/gun/magic/wand
))

/obj/item/storage/belt/wands/full/PopulateContents()
new /obj/item/gun/magic/wand/death(src)
new /obj/item/gun/magic/wand/resurrection(src)
new /obj/item/gun/magic/wand/polymorph(src)
new /obj/item/gun/magic/wand/teleport(src)
new /obj/item/gun/magic/wand/door(src)
new /obj/item/gun/magic/wand/fireball(src)

for(var/obj/item/gun/magic/wand/W in contents) //All wands in this pack come in the best possible condition
W.max_charges = initial(W.max_charges)
W.charges = W.max_charges

/obj/item/storage/belt/janitor
name = "janibelt"
desc = "A belt used to hold most janitorial supplies."
Expand Down
Loading
Loading