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Aimed Fireball Spells! (#19030)
* Fireball Spell Changes - Changes the fireball spell to be click-to-fire. - Converted Devil and Wand fireballs as well. - Moved some code to the /proc_holder level to work across the /alien and /spell branches. * Tweaks and Fixes - Infernal Fireball is now a projectile and has the right explosion values. - Removed non-projectile spell versions of fireball, as they are unused - Fixed fireball not seeking adjacent targets. - Fixed incorrect bolding slashes. * Fix Fixes the fireball sometimes missing. * Fixes and tweak - Uses TRUE/FALSE defines instead of 0 and 1 for boolean variables. - Ranged abilities now remove themselves tries to use an ability in a disabled state. (Such as being knocked out) - Define for the click cooldown.
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@@ -24,27 +24,46 @@
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damage_type = BRUTE
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nodamage = 0
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//explosion values
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var/exp_heavy = 0
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var/exp_light = 2
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var/exp_flash = 3
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var/exp_fire = 2
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/obj/item/projectile/magic/fireball/Range()
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var/turf/T1 = get_step(src,turn(dir, -45))
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var/turf/T2 = get_step(src,turn(dir, 45))
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var/turf/T3 = get_step(src,dir)
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var/mob/living/L = locate(/mob/living) in T1 //if there's a mob alive in our front right diagonal, we hit it.
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if(L && L.stat != DEAD)
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Bump(L) //Magic Bullet #teachthecontroversy
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Bump(L,1) //Magic Bullet #teachthecontroversy
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return
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L = locate(/mob/living) in T2
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if(L && L.stat != DEAD)
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Bump(L)
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Bump(L,1)
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return
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L = locate(/mob/living) in T3
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if(L && L.stat != DEAD)
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Bump(L,1)
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return
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..()
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/obj/item/projectile/magic/fireball/on_hit(target)
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. = ..()
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var/turf/T = get_turf(target)
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explosion(T, -1, 0, 2, 3, 0, flame_range = 2)
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explosion(T, -1, exp_heavy, exp_light, exp_flash, 0, flame_range = exp_fire)
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if(ismob(target)) //multiple flavors of pain
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var/mob/living/M = target
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M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately
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/obj/item/projectile/magic/fireball/infernal
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name = "infernal fireball"
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exp_heavy = -1
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exp_light = -1
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exp_flash = 4
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exp_fire= 5
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/obj/item/projectile/magic/resurrection
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name = "bolt of resurrection"
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icon_state = "ion"
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