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* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles (#68647) The COMSIG_PROJECTILE_RANGE signal can be used to add signal handlers for behaviors that a projectile should execute each step of its travel. Currently, nothing uses it, but it is available for use in admin circuits or lua scripts. The pixel_speed_multiplier var for projectiles acts as the value passed to the trajectory_multiplier argument of pixel_move, which originally was passed a constant value of 1. By lowering this var, you can reduce the speed of projectiles without them becoming jumpy. As an example, magic missile, gauntlet echo, the demonic watcher's temp beam, and the demonic frost miner's projectiles have all been changed to use this var. As such, their movement will be much smoother (but still the same effective speed). * Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
601 lines
18 KiB
Plaintext
601 lines
18 KiB
Plaintext
/obj/projectile/magic
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name = "bolt"
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icon_state = "energy"
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damage = 0
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damage_type = OXY
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nodamage = TRUE
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armour_penetration = 100
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armor_flag = NONE
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/// determines what type of antimagic can block the spell projectile
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var/antimagic_flags = MAGIC_RESISTANCE
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/// determines the drain cost on the antimagic item
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var/antimagic_charge_cost = 1
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/obj/projectile/magic/prehit_pierce(mob/living/target)
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. = ..()
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if(istype(target) && target.can_block_magic(antimagic_flags, antimagic_charge_cost))
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visible_message(span_warning("[src] fizzles on contact with [target]!"))
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return PROJECTILE_DELETE_WITHOUT_HITTING
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/obj/projectile/magic/death
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name = "bolt of death"
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icon_state = "pulse1_bl"
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/obj/projectile/magic/death/on_hit(mob/living/target)
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. = ..()
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if(!isliving(target))
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return
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if(target.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
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if(target.revive(full_heal = TRUE, admin_revive = TRUE))
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target.grab_ghost(force = TRUE) // even suicides
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to_chat(target, span_notice("You rise with a start, you're undead!!!"))
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else if(target.stat != DEAD)
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to_chat(target, span_notice("You feel great!"))
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return
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target.death()
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/obj/projectile/magic/resurrection
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name = "bolt of resurrection"
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icon_state = "ion"
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damage = 0
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damage_type = OXY
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nodamage = TRUE
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/obj/projectile/magic/resurrection/on_hit(mob/living/target)
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. = ..()
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if(!isliving(target))
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return
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if(target.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
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target.death()
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return
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if(target.revive(full_heal = TRUE, admin_revive = TRUE))
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target.grab_ghost(force = TRUE) // even suicides
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to_chat(target, span_notice("You rise with a start, you're alive!!!"))
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else if(target.stat != DEAD)
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to_chat(target, span_notice("You feel great!"))
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/obj/projectile/magic/teleport
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name = "bolt of teleportation"
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icon_state = "bluespace"
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damage = 0
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damage_type = OXY
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nodamage = TRUE
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var/inner_tele_radius = 0
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var/outer_tele_radius = 6
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/obj/projectile/magic/teleport/on_hit(mob/target)
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. = ..()
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var/teleammount = 0
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var/teleloc = target
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if(!isturf(target))
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teleloc = target.loc
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for(var/atom/movable/stuff in teleloc)
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if(!stuff.anchored && stuff.loc && !isobserver(stuff))
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if(do_teleport(stuff, stuff, 10, channel = TELEPORT_CHANNEL_MAGIC))
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teleammount++
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var/smoke_range = max(round(4 - teleammount), 0)
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(smoke_range, holder = src, location = stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity
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smoke.start()
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/obj/projectile/magic/safety
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name = "bolt of safety"
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icon_state = "bluespace"
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damage = 0
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damage_type = OXY
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nodamage = TRUE
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/obj/projectile/magic/safety/on_hit(atom/target)
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. = ..()
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if(isturf(target))
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return BULLET_ACT_HIT
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var/turf/origin_turf = get_turf(target)
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var/turf/destination_turf = find_safe_turf()
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if(do_teleport(target, destination_turf, channel=TELEPORT_CHANNEL_MAGIC))
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for(var/t in list(origin_turf, destination_turf))
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(0, holder = src, location = t)
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smoke.start()
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/obj/projectile/magic/door
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name = "bolt of door creation"
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icon_state = "energy"
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damage = 0
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damage_type = OXY
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nodamage = TRUE
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var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond)
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/obj/projectile/magic/door/on_hit(atom/target)
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. = ..()
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if(istype(target, /obj/machinery/door))
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OpenDoor(target)
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else
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var/turf/T = get_turf(target)
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if(isclosedturf(T) && !isindestructiblewall(T))
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CreateDoor(T)
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/obj/projectile/magic/door/proc/CreateDoor(turf/T)
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var/door_type = pick(door_types)
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var/obj/structure/mineral_door/D = new door_type(T)
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T.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
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D.Open()
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/obj/projectile/magic/door/proc/OpenDoor(obj/machinery/door/D)
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if(istype(D, /obj/machinery/door/airlock))
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var/obj/machinery/door/airlock/A = D
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A.locked = FALSE
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D.open()
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/obj/projectile/magic/change
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name = "bolt of change"
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icon_state = "ice_1"
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damage = 0
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damage_type = BURN
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nodamage = TRUE
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/obj/projectile/magic/change/on_hit(mob/living/target)
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. = ..()
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if(isliving(target))
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target.wabbajack()
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/obj/projectile/magic/animate
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name = "bolt of animation"
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icon_state = "red_1"
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damage = 0
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damage_type = BURN
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nodamage = TRUE
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/obj/projectile/magic/animate/on_hit(atom/target, blocked = FALSE)
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. = ..()
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target.animate_atom_living(firer)
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/atom/proc/animate_atom_living(mob/living/owner = null)
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if((isitem(src) || isstructure(src)) && !is_type_in_list(src, GLOB.mimic_blacklist))
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if(istype(src, /obj/structure/statue/petrified))
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var/obj/structure/statue/petrified/P = src
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if(P.petrified_mob)
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var/mob/living/L = P.petrified_mob
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var/mob/living/simple_animal/hostile/netherworld/statue/S = new(P.loc, owner)
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S.name = "statue of [L.name]"
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if(owner)
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S.faction = list("[REF(owner)]")
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S.icon = P.icon
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S.icon_state = P.icon_state
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S.copy_overlays(P, TRUE)
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S.color = P.color
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S.atom_colours = P.atom_colours.Copy()
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if(L.mind)
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L.mind.transfer_to(S)
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if(owner)
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to_chat(S, span_userdanger("You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator."))
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P.forceMove(S)
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return
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else
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var/obj/O = src
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if(istype(O, /obj/item/gun))
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new /mob/living/simple_animal/hostile/mimic/copy/ranged(drop_location(), src, owner)
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else
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new /mob/living/simple_animal/hostile/mimic/copy(drop_location(), src, owner)
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else if(istype(src, /mob/living/simple_animal/hostile/mimic/copy))
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// Change our allegiance!
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var/mob/living/simple_animal/hostile/mimic/copy/C = src
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if(owner)
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C.ChangeOwner(owner)
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/obj/projectile/magic/spellblade
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name = "blade energy"
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icon_state = "lavastaff"
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damage = 15
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damage_type = BURN
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dismemberment = 50
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nodamage = FALSE
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/obj/projectile/magic/arcane_barrage
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name = "arcane bolt"
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icon_state = "arcane_barrage"
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damage = 20
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damage_type = BURN
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nodamage = FALSE
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hitsound = 'sound/weapons/barragespellhit.ogg'
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/obj/projectile/magic/locker
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name = "locker bolt"
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icon_state = "locker"
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nodamage = TRUE
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var/weld = TRUE
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var/created = FALSE //prevents creation of more then one locker if it has multiple hits
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var/locker_suck = TRUE
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var/datum/weakref/locker_ref
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/obj/projectile/magic/locker/Initialize(mapload)
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. = ..()
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var/obj/structure/closet/decay/locker_temp_instance = new(src)
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locker_ref = WEAKREF(locker_temp_instance)
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/obj/projectile/magic/locker/prehit_pierce(atom/A)
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. = ..()
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if(. == PROJECTILE_DELETE_WITHOUT_HITTING)
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var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
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qdel(locker_temp_instance)
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return PROJECTILE_DELETE_WITHOUT_HITTING
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if(isliving(A) && locker_suck)
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var/mob/living/target = A
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var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
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if(!locker_temp_instance?.insertion_allowed(target))
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return
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target.forceMove(src)
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return PROJECTILE_PIERCE_PHASE
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/obj/projectile/magic/locker/on_hit(target)
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if(created)
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return ..()
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if(LAZYLEN(contents))
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var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
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if(!locker_temp_instance)
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return ..()
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for(var/atom/movable/AM in contents)
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locker_temp_instance.insert(AM)
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locker_temp_instance.welded = weld
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locker_temp_instance.update_appearance()
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created = TRUE
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return ..()
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/obj/projectile/magic/locker/Destroy()
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locker_suck = FALSE
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RemoveElement(/datum/element/connect_loc, projectile_connections) //We do this manually so the forcemoves don't "hit" us. This behavior is kinda dumb, someone refactor this
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for(var/atom/movable/AM in contents)
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AM.forceMove(get_turf(src))
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. = ..()
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/obj/structure/closet/decay
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breakout_time = 600
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icon_welded = null
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icon_state = "cursed"
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var/weakened_icon = "decursed"
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var/auto_destroy = TRUE
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/obj/structure/closet/decay/Initialize(mapload)
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. = ..()
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if(auto_destroy)
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addtimer(CALLBACK(src, .proc/bust_open), 5 MINUTES)
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/obj/structure/closet/decay/after_weld(weld_state)
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if(weld_state)
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unmagify()
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/obj/structure/closet/decay/open(mob/living/user, force = FALSE)
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. = ..()
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if(.)
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unmagify()
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///Give it the lesser magic icon and tell it to delete itself
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/obj/structure/closet/decay/proc/unmagify()
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icon_state = weakened_icon
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update_appearance()
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addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
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///Fade away into nothing
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/obj/structure/closet/decay/proc/decay()
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animate(src, alpha = 0, time = 3 SECONDS)
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addtimer(CALLBACK(src, .proc/decay_finished), 3 SECONDS)
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/obj/structure/closet/decay/proc/decay_finished()
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dump_contents()
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qdel(src)
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/obj/projectile/magic/flying
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name = "bolt of flying"
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icon_state = "flight"
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/obj/projectile/magic/flying/on_hit(mob/living/target)
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. = ..()
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if(isliving(target))
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var/atom/throw_target = get_edge_target_turf(target, angle2dir(Angle))
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target.throw_at(throw_target, 200, 4)
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/obj/projectile/magic/bounty
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name = "bolt of bounty"
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icon_state = "bounty"
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/obj/projectile/magic/bounty/on_hit(mob/living/target)
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. = ..()
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if(isliving(target))
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target.apply_status_effect(/datum/status_effect/bounty, firer)
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/obj/projectile/magic/antimagic
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name = "bolt of antimagic"
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icon_state = "antimagic"
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/obj/projectile/magic/antimagic/on_hit(mob/living/target)
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. = ..()
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if(isliving(target))
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target.apply_status_effect(/datum/status_effect/song/antimagic)
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/obj/projectile/magic/fetch
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name = "bolt of fetching"
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icon_state = "fetch"
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/obj/projectile/magic/fetch/on_hit(mob/living/target)
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. = ..()
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if(isliving(target))
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var/atom/throw_target = get_edge_target_turf(target, get_dir(target, firer))
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target.throw_at(throw_target, 200, 4)
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/obj/projectile/magic/sapping
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name = "bolt of sapping"
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icon_state = "sapping"
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/obj/projectile/magic/sapping/on_hit(mob/living/target)
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. = ..()
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if(isliving(target))
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SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, REF(src), /datum/mood_event/sapped)
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/obj/projectile/magic/necropotence
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name = "bolt of necropotence"
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icon_state = "necropotence"
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/obj/projectile/magic/necropotence/on_hit(mob/living/target)
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. = ..()
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if(!isliving(target))
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return
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// Performs a soul tap on living targets hit.
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// Takes away max health, but refreshes their spell cooldowns (if any)
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var/datum/action/cooldown/spell/tap/tap = new(src)
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if(tap.is_valid_target(target))
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tap.cast(target)
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qdel(tap)
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/obj/projectile/magic/wipe
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name = "bolt of possession"
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icon_state = "wipe"
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/obj/projectile/magic/wipe/on_hit(mob/living/carbon/target)
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. = ..()
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if(iscarbon(target))
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for(var/x in target.get_traumas())//checks to see if the victim is already going through possession
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if(istype(x, /datum/brain_trauma/special/imaginary_friend/trapped_owner))
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target.visible_message(span_warning("[src] vanishes on contact with [target]!"))
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return BULLET_ACT_BLOCK
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to_chat(target, span_warning("Your mind has been opened to possession!"))
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possession_test(target)
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return BULLET_ACT_HIT
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/obj/projectile/magic/wipe/proc/possession_test(mob/living/carbon/target)
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var/datum/brain_trauma/special/imaginary_friend/trapped_owner/trauma = target.gain_trauma(/datum/brain_trauma/special/imaginary_friend/trapped_owner)
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var/poll_message = "Do you want to play as [target.real_name]?"
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if(target.mind)
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poll_message = "[poll_message] Job:[target.mind.assigned_role.title]."
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if(target.mind && target.mind.special_role)
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poll_message = "[poll_message] Status:[target.mind.special_role]."
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else if(target.mind)
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var/datum/antagonist/A = target.mind.has_antag_datum(/datum/antagonist/)
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if(A)
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poll_message = "[poll_message] Status:[A.name]."
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var/list/mob/dead/observer/candidates = poll_candidates_for_mob(poll_message, ROLE_PAI, FALSE, 10 SECONDS, target)
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if(target.stat == DEAD)//boo.
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return
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if(LAZYLEN(candidates))
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var/mob/dead/observer/ghost = pick(candidates)
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to_chat(target, span_boldnotice("You have been noticed by a ghost and it has possessed you!"))
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var/oldkey = target.key
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target.ghostize(FALSE)
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target.key = ghost.key
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trauma.friend.key = oldkey
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trauma.friend.reset_perspective(null)
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trauma.friend.Show()
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trauma.friend_initialized = TRUE
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else
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to_chat(target, span_notice("Your mind has managed to go unnoticed in the spirit world."))
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qdel(trauma)
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/// Gives magic projectiles an area of effect radius that will bump into any nearby mobs
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/obj/projectile/magic/aoe
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damage = 0
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/// The AOE radius that the projectile will trigger on people.
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var/trigger_range = 1
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/// Whether our projectile will only be able to hit the original target / clicked on atom
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var/can_only_hit_target = FALSE
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/// Whether our projectile leaves a trail behind it as it moves.
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var/trail = FALSE
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/// The duration of the trail before deleting.
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var/trail_lifespan = 0 SECONDS
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/// The icon the trail uses.
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var/trail_icon = 'icons/obj/wizard.dmi'
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/// The icon state the trail uses.
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var/trail_icon_state = "trail"
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/obj/projectile/magic/aoe/Range()
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if(trigger_range >= 1)
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for(var/mob/living/nearby_guy in range(trigger_range, get_turf(src)))
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if(nearby_guy.stat == DEAD)
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continue
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if(nearby_guy == firer)
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continue
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// Bump handles anti-magic checks for us, conveniently.
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return Bump(nearby_guy)
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return ..()
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/obj/projectile/magic/aoe/can_hit_target(atom/target, list/passthrough, direct_target = FALSE, ignore_loc = FALSE)
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if(can_only_hit_target && target != original)
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return FALSE
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return ..()
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/obj/projectile/magic/aoe/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
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. = ..()
|
|
if(trail)
|
|
create_trail()
|
|
|
|
/// Creates and handles the trail that follows the projectile.
|
|
/obj/projectile/magic/aoe/proc/create_trail()
|
|
if(!trajectory)
|
|
return
|
|
|
|
var/datum/point/vector/previous = trajectory.return_vector_after_increments(1, -1)
|
|
var/obj/effect/overlay/trail = new /obj/effect/overlay(previous.return_turf())
|
|
trail.pixel_x = previous.return_px()
|
|
trail.pixel_y = previous.return_py()
|
|
trail.icon = trail_icon
|
|
trail.icon_state = trail_icon_state
|
|
//might be changed to temp overlay
|
|
trail.set_density(FALSE)
|
|
trail.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
QDEL_IN(trail, trail_lifespan)
|
|
|
|
/obj/projectile/magic/aoe/lightning
|
|
name = "lightning bolt"
|
|
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
|
|
damage = 15
|
|
damage_type = BURN
|
|
nodamage = FALSE
|
|
speed = 0.3
|
|
|
|
/// The power of the zap itself when it electrocutes someone
|
|
var/zap_power = 20000
|
|
/// The range of the zap itself when it electrocutes someone
|
|
var/zap_range = 15
|
|
/// The flags of the zap itself when it electrocutes someone
|
|
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
|
|
/// A reference to the chain beam between the caster and the projectile
|
|
var/datum/beam/chain
|
|
|
|
/obj/projectile/magic/aoe/lightning/fire(setAngle)
|
|
if(firer)
|
|
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]")
|
|
return ..()
|
|
|
|
/obj/projectile/magic/aoe/lightning/on_hit(target)
|
|
. = ..()
|
|
tesla_zap(src, zap_range, zap_power, zap_flags)
|
|
|
|
/obj/projectile/magic/aoe/lightning/Destroy()
|
|
QDEL_NULL(chain)
|
|
return ..()
|
|
|
|
/obj/projectile/magic/aoe/lightning/no_zap
|
|
zap_power = 10000
|
|
zap_range = 4
|
|
zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
|
|
|
|
/obj/projectile/magic/fireball
|
|
name = "bolt of fireball"
|
|
icon_state = "fireball"
|
|
damage = 10
|
|
damage_type = BRUTE
|
|
nodamage = FALSE
|
|
|
|
/// Heavy explosion range of the fireball
|
|
var/exp_heavy = 0
|
|
/// Light explosion range of the fireball
|
|
var/exp_light = 2
|
|
/// Fire radius of the fireball
|
|
var/exp_fire = 2
|
|
/// Flash radius of the fireball
|
|
var/exp_flash = 3
|
|
|
|
/obj/projectile/magic/fireball/on_hit(atom/target, blocked = FALSE, pierce_hit)
|
|
. = ..()
|
|
if(isliving(target))
|
|
var/mob/living/mob_target = target
|
|
// between this 10 burn, the 10 brute, the explosion brute, and the onfire burn,
|
|
// you are at about 65 damage if you stop drop and roll immediately
|
|
mob_target.take_overall_damage(burn = 10)
|
|
|
|
var/turf/target_turf = get_turf(target)
|
|
|
|
explosion(
|
|
target_turf,
|
|
devastation_range = -1,
|
|
heavy_impact_range = exp_heavy,
|
|
light_impact_range = exp_light,
|
|
flame_range = exp_fire,
|
|
flash_range = exp_flash,
|
|
adminlog = FALSE,
|
|
explosion_cause = src,
|
|
)
|
|
|
|
/obj/projectile/magic/aoe/magic_missile
|
|
name = "magic missile"
|
|
icon_state = "magicm"
|
|
range = 100
|
|
speed = 1
|
|
pixel_speed_multiplier = 0.2
|
|
trigger_range = 0
|
|
can_only_hit_target = TRUE
|
|
nodamage = FALSE
|
|
paralyze = 6 SECONDS
|
|
hitsound = 'sound/magic/mm_hit.ogg'
|
|
|
|
trail = TRUE
|
|
trail_lifespan = 0.5 SECONDS
|
|
trail_icon_state = "magicmd"
|
|
|
|
/obj/projectile/magic/aoe/magic_missile/lesser
|
|
color = "red" //Looks more culty this way
|
|
range = 10
|
|
|
|
/obj/projectile/magic/aoe/juggernaut
|
|
name = "Gauntlet Echo"
|
|
icon_state = "cultfist"
|
|
alpha = 180
|
|
damage = 30
|
|
damage_type = BRUTE
|
|
knockdown = 50
|
|
hitsound = 'sound/weapons/punch3.ogg'
|
|
trigger_range = 0
|
|
antimagic_flags = MAGIC_RESISTANCE_HOLY
|
|
ignored_factions = list("cult")
|
|
range = 105
|
|
speed = 1
|
|
pixel_speed_multiplier = 1/7
|
|
|
|
/obj/projectile/magic/spell/juggernaut/on_hit(atom/target, blocked)
|
|
. = ..()
|
|
var/turf/target_turf = get_turf(src)
|
|
playsound(target_turf, 'sound/weapons/resonator_blast.ogg', 100, FALSE)
|
|
new /obj/effect/temp_visual/cult/sac(target_turf)
|
|
for(var/obj/adjacent_object in range(1, src))
|
|
if(!adjacent_object.density)
|
|
continue
|
|
if(istype(adjacent_object, /obj/structure/destructible/cult))
|
|
continue
|
|
|
|
adjacent_object.take_damage(90, BRUTE, MELEE, 0)
|
|
new /obj/effect/temp_visual/cult/turf/floor(get_turf(adjacent_object))
|
|
|
|
//still magic related, but a different path
|
|
|
|
/obj/projectile/temp/chill
|
|
name = "bolt of chills"
|
|
icon_state = "ice_2"
|
|
damage = 0
|
|
damage_type = BURN
|
|
nodamage = FALSE
|
|
armour_penetration = 100
|
|
temperature = -200 // Cools you down greatly per hit
|
|
|
|
/obj/projectile/magic/nothing
|
|
name = "bolt of nothing"
|
|
|
|
/obj/projectile/magic/spellcard
|
|
name = "enchanted card"
|
|
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
|
|
icon_state = "spellcard"
|
|
damage_type = BURN
|
|
damage = 2
|
|
nodamage = FALSE
|
|
antimagic_charge_cost = 0 // since the cards gets spammed like a shotgun
|