Spell code rework
Created by: ComicIronic
- Moved some code into a new spells module for easier access and more sensible directory work, redid several spells to work under a standard system.
- Switched spells from targeted to aoe_turf and aoe_turf to targeted (or removed them from either subtype completely) as appropriate.
- Make spell projectiles actually be projectiles, with a special kind of spell projectile able to follow its original target. Spell projectiles call a spell's new proc when they get in range
- Removed all instances of trigger spells. Inflict hander has been merged into targeted, with the destruction code divvied among the corresponding spells since it had no reason to be general other than a lack of sensible OOP.
- Added baseline procs for quickening or empowering spells, which can now be limited in either way to a max level and in for a combined max level. Spells can now be quickened in a special way, or use the general system. Lays groundwork for items being able to edit spells
Fundamentally intended to be identical to current system at frontend.
Mainly opened this to have a look at. TODO:
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Comment new additions and systems, as well as clarify current code -
Apply bitflag system to certain vars in spells -
Test alltransferred spells. -
Test the untestable, do the undoable