Reworks empulse and emp_act

This commit is contained in:
Anewbe
2017-03-05 12:22:45 -06:00
parent 3f9d6d8b50
commit 19710d9bd8
42 changed files with 274 additions and 83 deletions

View File

@@ -95,11 +95,15 @@
changeling.chem_charges -= 20
var/range_heavy = 2
var/range_light = 5
var/range_heavy = 1
var/range_med = 2
var/range_light = 4
var/range_long = 6
if(src.mind.changeling.recursive_enhancement)
range_heavy = range_heavy * 2
range_med = range_med * 2
range_light = range_light * 2
range_long = range_long * 2
src << "<span class='notice'>We are extra loud.</span>"
src.mind.changeling.recursive_enhancement = 0

View File

@@ -231,7 +231,7 @@ var/list/sacrificed = list()
if(T)
T.hotspot_expose(700,125)
var/rune = src // detaching the proc - in theory
empulse(U, (range_red - 2), range_red)
empulse(U, (range_red - 3), (range_red - 2), (range_red - 1), range_red)
qdel(rune)
return

View File

@@ -254,7 +254,7 @@
..()
// Best case scenario: Comparable to a low-yield EMP grenade.
// Worst case scenario: Comparable to a standard yield EMP grenade.
empulse(src, rand(2, 4), rand(4, 10))
empulse(src, rand(1, 3), rand(2, 4), rand(3, 7), rand(5, 10))
//Station buster Tunguska
/obj/effect/meteor/tunguska

View File

@@ -126,7 +126,7 @@
safe_blink(src, range = 6)
src << "<span class='warning'>You're teleported against your will!</span>"
if(4)
emp_act(2)
emp_act(3)
if(51 to 100) //Severe
rng = rand(0,3)

View File

@@ -23,7 +23,7 @@
..()
/obj/item/weapon/spell/spawner/pulsar/on_throw_cast(atom/hit_atom, mob/user)
empulse(hit_atom, 1, 1, log=1)
empulse(hit_atom, 1, 1, 1, 1, log=1)
/obj/effect/temporary_effect/pulsar
name = "pulsar"
@@ -44,7 +44,7 @@
/obj/effect/temporary_effect/pulsar/proc/pulse_loop()
while(pulses_remaining)
sleep(2 SECONDS)
empulse(src, heavy_range = 1, light_range = 2, log = 1)
empulse(src, 1, 1, 2, 2, log = 1)
pulses_remaining--
qdel(src)

View File

@@ -66,7 +66,11 @@
if(1)
num_of_prizes = rand(1,4)
if(2)
num_of_prizes = rand(1,3)
if(3)
num_of_prizes = rand(0,2)
if(4)
num_of_prizes = rand(0,1)
for(num_of_prizes; num_of_prizes > 0; num_of_prizes--)
empprize = pickweight(prizes)
new empprize(src.loc)

View File

@@ -441,7 +441,7 @@ var/list/turret_icons
else
take_damage(initial(health) * 8) //should instakill most turrets
if(3)
take_damage(initial(health) * 8 / 3)
take_damage(initial(health) * 8 / 3) //Level 4 is too weak to bother turrets
/obj/machinery/porta_turret/proc/die() //called when the turret dies, ie, health <= 0
health = 0

View File

@@ -105,7 +105,7 @@
proc/shock()
var/obj/mecha/M = in_mecha()
if(M)
M.emp_act(2)
M.emp_act(4)
qdel(src)
proc/get_mecha_log()

View File

@@ -4,17 +4,17 @@
// #define EMPDEBUG 10
proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
proc/empulse(turf/epicenter, first_range, second_range, third_range, fourth_range, log=0)
if(!epicenter) return
if(!istype(epicenter, /turf))
epicenter = get_turf(epicenter.loc)
if(log)
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
message_admins("EMP with size ([first_range], [second_range], [third_range], [fourth_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([first_range], [second_range], [third_range], [fourth_range]) in area [epicenter.loc.name] ")
if(heavy_range > 1)
if(first_range > 1)
var/obj/effect/overlay/pulse = PoolOrNew(/obj/effect/overlay, epicenter)
pulse.icon = 'icons/effects/effects.dmi'
pulse.icon_state = "emppulse"
@@ -23,28 +23,50 @@ proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
spawn(20)
qdel(pulse)
if(heavy_range > light_range)
light_range = heavy_range
if(first_range > second_range)
second_range = first_range
if(second_range > third_range)
third_range = second_range
if(third_range > fourth_range)
fourth_range = third_range
for(var/mob/M in range(heavy_range, epicenter))
for(var/mob/M in range(first_range, epicenter))
M << 'sound/effects/EMPulse.ogg'
for(var/atom/T in range(light_range, epicenter))
for(var/atom/T in range(fourth_range, epicenter))
#ifdef EMPDEBUG
var/time = world.timeofday
#endif
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
//Worst effects, really hurts
if(distance < first_range)
T.emp_act(1)
else if(distance == heavy_range)
else if(distance == first_range)
if(prob(50))
T.emp_act(1)
else
T.emp_act(2)
else if(distance <= light_range)
//Slightly less painful
else if(distance <= second_range)
T.emp_act(2)
else if(distance == second_range)
if(prob(50))
T.emp_act(2)
else
T.emp_act(3)
//Even less slightly less painful
else if(distance <= third_range)
T.emp_act(3)
else if(distance == third_range)
if(prob(50))
T.emp_act(2)
else
T.emp_act(3)
//This should be more or less harmless
else if(distance <= fourth_range)
T.emp_act(4)
#ifdef EMPDEBUG
if((world.timeofday - time) >= EMPDEBUG)
log_and_message_admins("EMPDEBUG: [T.name] - [T.type] - took [world.timeofday - time]ds to process emp_act()!")

View File

@@ -998,7 +998,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
M.apply_damage( rand(30,60) , BURN)
message += "You feel a searing heat! Your [P] is burning!"
if(i>=20 && i<=25) //EMP
empulse(P.loc, 3, 6, 1)
empulse(P.loc, 1, 2, 4, 6, 1)
message += "Your [P] emits a wave of electromagnetic energy!"
if(i>=25 && i<=40) //Smoke
var/datum/effect/effect/system/smoke_spread/chem/S = new /datum/effect/effect/system/smoke_spread/chem

View File

@@ -3,12 +3,14 @@
icon_state = "emp"
item_state = "empgrenade"
origin_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 3)
var/emp_heavy = 4
var/emp_light = 10
var/emp_heavy = 2
var/emp_med = 4
var/emp_light = 7
var/emp_long = 10
prime()
..()
if(empulse(src, emp_heavy, emp_light))
if(empulse(src, emp_heavy, emp_med, emp_light, emp_long))
qdel(src)
return
@@ -18,4 +20,6 @@
icon_state = "lyemp"
origin_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 3)
emp_heavy = 1
emp_light = 4
emp_med = 2
emp_light = 3
emp_long = 4

View File

@@ -101,6 +101,10 @@ Implant Specifics:<BR>"}
meltdown()
if(2)
delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
if(3)
delay = rand(2*60*10,5*60*10) //from 2 to 5 minutes of free time
if(4)
delay = rand(0.5*60*10,1*60*10) //from .5 to 1 minutes of free time
spawn(delay)
malfunction--
@@ -227,10 +231,22 @@ Implant Specifics:<BR>"}
return
malfunction = MALFUNCTION_TEMPORARY
switch (severity)
if (2.0) //Weak EMP will make implant tear limbs off.
if (4) //Weak EMP will make implant tear limbs off.
if (prob(25))
small_boom()
if (3) //Weak EMP will make implant tear limbs off.
if (prob(50))
small_boom()
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
if (2) //strong EMP will melt implant either making it go off, or disarming it
if (prob(70))
if (prob(75))
small_boom()
else
if (prob(13))
activate() //chance of bye bye
else
meltdown() //chance of implant disarming
if (1) //strong EMP will melt implant either making it go off, or disarming it
if (prob(70))
if (prob(50))
small_boom()
@@ -320,7 +336,13 @@ the implant may become unstable and either pre-maturely inject the subject or si
if(prob(60))
activate(20)
if(2)
if(prob(30))
if(prob(40))
activate(20)
if(3)
if(prob(40))
activate(5)
if(4)
if(prob(20))
activate(5)
spawn(20)

View File

@@ -637,14 +637,18 @@ Traitors and the like can also be revived with the previous role mostly intact.
var/heavy = input("Range of heavy pulse.", text("Input")) as num|null
if(heavy == null) return
var/med = input("Range of medium pulse.", text("Input")) as num|null
if(med == null) return
var/light = input("Range of light pulse.", text("Input")) as num|null
if(light == null) return
var/long = input("Range of long pulse.", text("Input")) as num|null
if(long == null) return
if (heavy || light)
if (heavy || med || light || long)
empulse(O, heavy, light)
log_admin("[key_name(usr)] created an EM Pulse ([heavy],[light]) at ([O.x],[O.y],[O.z])")
message_admins("[key_name_admin(usr)] created an EM PUlse ([heavy],[light]) at ([O.x],[O.y],[O.z])", 1)
empulse(O, heavy, med, light, long)
log_admin("[key_name(usr)] created an EM Pulse ([heavy],[med],[light],[long]) at ([O.x],[O.y],[O.z])")
message_admins("[key_name_admin(usr)] created an EM PUlse ([heavy],[med],[light],[long]) at ([O.x],[O.y],[O.z])", 1)
feedback_add_details("admin_verb","EMP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return

View File

@@ -199,10 +199,7 @@
/obj/item/clothing/gloves/emp_act(severity)
if(cell)
//why is this not part of the powercell code?
cell.charge -= 1000 / severity
if (cell.charge < 0)
cell.charge = 0
cell.emp_act(severity)
..()
// Called just before an attack_hand(), in mob/UnarmedAttack()

View File

@@ -164,7 +164,9 @@
if(2)
brainmob.emp_damage += rand(10,20)
if(3)
brainmob.emp_damage += rand(0,10)
brainmob.emp_damage += rand(5,10)
if(4)
brainmob.emp_damage += rand(0,5)
..()
/obj/item/device/mmi/digital
@@ -216,7 +218,9 @@
if(2)
src.brainmob.emp_damage += rand(10,20)
if(3)
src.brainmob.emp_damage += rand(0,10)
src.brainmob.emp_damage += rand(5,10)
if(4)
src.brainmob.emp_damage += rand(0,5)
..()
/obj/item/device/mmi/digital/transfer_identity(var/mob/living/carbon/H)

View File

@@ -112,7 +112,9 @@
if(2)
src.brainmob.emp_damage += rand(10,20)
if(3)
src.brainmob.emp_damage += rand(0,10)
src.brainmob.emp_damage += rand(5,10)
if(4)
src.brainmob.emp_damage += rand(0,5)
..()
/obj/item/device/mmi/digital/posibrain/New()

View File

@@ -65,7 +65,13 @@
src.take_organ_damage(0,20,emp=1)
confused = (min(confused + 5, 30))
if(2)
src.take_organ_damage(0,15,emp=1)
confused = (min(confused + 4, 30))
if(3)
src.take_organ_damage(0,10,emp=1)
confused = (min(confused + 3, 30))
if(4)
src.take_organ_damage(0,5,emp=1)
confused = (min(confused + 2, 30))
flash_eyes(affect_silicon = 1)
src << "<span class='danger'><B>*BZZZT*</B></span>"

View File

@@ -281,9 +281,13 @@ var/list/organ_cache = list()
return
switch (severity)
if (1)
take_damage(5)
take_damage(rand(6,12))
if (2)
take_damage(2)
take_damage(rand(4,8))
if (3)
take_damage(rand(3,6))
if (4)
take_damage(rand(1,4))
/obj/item/organ/proc/removed(var/mob/living/user)

View File

@@ -102,11 +102,19 @@
/obj/item/organ/external/emp_act(severity)
if(!(robotic >= ORGAN_ROBOT))
return
var/burn_damage = 0
switch (severity)
if (1)
take_damage(8)
burn_damage += rand(8, 13)
if (2)
take_damage(4)
burn_damage += rand(6, 9)
if(3)
burn_damage += rand(4, 7)
if(4)
burn_damage += rand(1, 5)
if(burn_damage)
take_damage(0, burn_damage)
/obj/item/organ/external/attack_self(var/mob/living/user)
if(!contents.len)
@@ -243,12 +251,12 @@
return (vital || (robotic >= ORGAN_ROBOT) || brute_dam + burn_dam + additional_damage < max_damage)
/obj/item/organ/external/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
brute = round(brute * brute_mod, 0.1)
burn = round(burn * burn_mod, 0.1)
if((brute <= 0) && (burn <= 0))
return 0
brute *= brute_mod
burn *= burn_mod
// High brute damage or sharp objects may damage internal organs
if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= 5) || brute >= 10) && prob(5))))
// Damage an internal organ

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@@ -97,6 +97,12 @@
if(2)
if(active) toggle_power()
stability -= rand(10,20)
if(3)
if(active) toggle_power()
stability -= rand(8,15)
if(4)
if(active) toggle_power()
stability -= rand(5,10)
..()
return 0

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@@ -1193,22 +1193,27 @@ obj/machinery/power/apc/proc/autoset(var/cur_state, var/on)
/obj/machinery/power/apc/ex_act(severity)
switch(severity)
if(1.0)
if(1)
//set_broken() //now qdel() do what we need
if (cell)
cell.ex_act(1.0) // more lags woohoo
cell.ex_act(1) // more lags woohoo
qdel(src)
return
if(2.0)
if(2)
if (prob(75))
set_broken()
if (cell && prob(50))
cell.ex_act(2)
if(3)
if (prob(50))
set_broken()
if (cell && prob(50))
cell.ex_act(2.0)
if(3.0)
cell.ex_act(3)
if(4)
if (prob(25))
set_broken()
if (cell && prob(25))
cell.ex_act(3.0)
if (cell && prob(50))
cell.ex_act(3)
return
/obj/machinery/power/apc/disconnect_terminal()

View File

@@ -165,7 +165,7 @@
return
if (overcharge_percent >= 140)
if (prob(1))
empulse(src.loc, 3, 8, 1)
empulse(src.loc, 2, 3, 6, 8, 1)
if ((2.4e6+1) to 3.6e6)
if (overcharge_percent >= 115)
if (prob(7))
@@ -174,7 +174,7 @@
return
if (overcharge_percent >= 130)
if (prob(1))
empulse(src.loc, 3, 8, 1)
empulse(src.loc, 2, 3, 6, 8, 1)
if (overcharge_percent >= 150)
if (prob(1))
explosion(src.loc, 0, 1, 3, 5)
@@ -186,7 +186,7 @@
return
if (overcharge_percent >= 125)
if (prob(2))
empulse(src.loc, 4, 10, 1)
empulse(src.loc, 2, 4, 7, 10, 1)
if (overcharge_percent >= 140)
if (prob(1))
explosion(src.loc, 1, 3, 5, 8)

View File

@@ -62,9 +62,12 @@
stat &= BROKEN
if(prob(75)) explode()
if(2)
if(prob(25)) stat &= BROKEN
if(prob(50)) stat &= BROKEN
if(prob(10)) explode()
if(3)
if(prob(25)) stat &= BROKEN
duration = 300
if(4)
if(prob(10)) stat &= BROKEN
duration = 300

View File

@@ -441,9 +441,9 @@
/obj/singularity/proc/emp_area()
if(current_size != 11)
empulse(src, 8, 10)
empulse(src, 4, 6, 8, 10)
else
empulse(src, 12, 16)
empulse(src, 12, 14, 16, 18)
/obj/singularity/proc/smwave()
for(var/mob/living/M in view(10, src.loc))

View File

@@ -393,10 +393,14 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if(prob(50))
if(prob(25))
emp_act(1)
else
else if(prob(25))
emp_act(2)
else if(prob(25))
emp_act(3)
else
emp_act(4)
if(prob(5)) //smoke only
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)

View File

@@ -212,7 +212,7 @@
h_user.adjustFireLoss(rand(10,25))
h_user.Paralyse(5)
spawn(0)
empulse(src.loc, 2, 4)
empulse(src.loc, 1, 2, 3, 4)
charge = 0
if (36 to 60)
@@ -229,7 +229,7 @@
h_user.adjustFireLoss(rand(35,75))
h_user.Paralyse(12)
spawn(0)
empulse(src.loc, 8, 16)
empulse(src.loc, 6, 8, 12, 16)
charge = 0
apcs_overload(1, 10)
src.ping("Caution. Output regulators malfunction. Uncontrolled discharge detected.")

View File

@@ -26,6 +26,10 @@
name = "speedloader (.38 rubber)"
ammo_type = /obj/item/ammo_casing/c38r
/obj/item/ammo_magazine/c38/emp
name = "ammunition box (.38 haywire)"
ammo_type = /obj/item/ammo_casing/c38/emp
///////// .45 /////////
/obj/item/ammo_magazine/c45m
@@ -57,6 +61,10 @@
name = "magazine (.45 AP)"
ammo_type = /obj/item/ammo_casing/c45ap
/obj/item/ammo_magazine/box/emp/c45
name = "ammunition box (.45 haywire)"
ammo_type = /obj/item/ammo_casing/c45/emp
/obj/item/ammo_magazine/c45uzi
name = "stick magazine (.45)"
icon_state = "uzi45"
@@ -272,6 +280,10 @@
max_ammo = 9
multiple_sprites = 1
/obj/item/ammo_magazine/box/emp/a10mm
name = "ammunition box (10mm haywire)"
ammo_type = /obj/item/ammo_casing/a10mm/emp
///////// 5.56mm /////////
/obj/item/ammo_magazine/a556

View File

@@ -24,6 +24,13 @@
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/pistol/rubber
/obj/item/ammo_casing/c38/emp
name = ".38 haywire round"
desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
icon_state = "empcasing"
projectile_type = /obj/item/projectile/ion/small
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
/obj/item/ammo_casing/c9mm
desc = "A 9mm bullet casing."
caliber = "9mm"
@@ -87,11 +94,24 @@
icon_state = "r-casing"
projectile_type = /obj/item/projectile/energy/flash
/obj/item/ammo_casing/c45/emp
name = ".45 haywire round"
desc = "A .45 bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
/obj/item/ammo_casing/a10mm
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/pistol/medium
/obj/item/ammo_casing/a10mm/emp
name = "10mm haywire round"
desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
/obj/item/ammo_casing/shotgun
name = "shotgun slug"
@@ -150,13 +170,13 @@
projectile_type = /obj/item/projectile/energy/flash/flare
matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
/obj/item/ammo_casing/shotgun/emp
name = "ion shell"
desc = "An advanced shotgun round that creates a small EMP when it strikes a target."
icon_state = "empshell"
projectile_type = /obj/item/projectile/bullet/shotgun/ion
matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
projectile_type = /obj/item/projectile/ion
// projectile_type = /obj/item/projectile/bullet/shotgun/ion
matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240)
/obj/item/ammo_casing/a762
desc = "A 7.62mm bullet casing."

View File

@@ -12,14 +12,18 @@
projectile_type = /obj/item/projectile/ion
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
..(max(severity, 2)) //so it doesn't EMP itself, I guess
..(max(severity, 4)) //so it doesn't EMP itself, I guess
/obj/item/weapon/gun/energy/ionrifle/update_icon()
..()
if(power_supply.charge < charge_cost)
item_state = "ionrifle0"
else
item_state = initial(item_state)
/obj/item/weapon/gun/energy/ionrifle/pistol
name = "ion pistol"
desc = "The NT Mk63 EW Pan is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. This model sacrifices capacity for portability.."
icon_state = "ionpistol"
item_state = null
w_class = ITEMSIZE_NORMAL
force = 5
slot_flags = SLOT_BELT
charge_cost = 480
projectile_type = /obj/item/projectile/ion
/obj/item/weapon/gun/energy/decloner
name = "biological demolecularisor"

View File

@@ -76,6 +76,10 @@
fire_sound = 'sound/weapons/Gunshot_light.ogg'
ammo_type = /obj/item/ammo_casing/c38
/obj/item/weapon/gun/projectile/revolver/deckard/emp
ammo_type = /obj/item/ammo_casing/c38/emp
/obj/item/weapon/gun/projectile/revolver/deckard/update_icon()
..()
if(loaded.len)

View File

@@ -172,7 +172,8 @@
range_step = 1
spread_step = 10
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits.
//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
/obj/item/projectile/bullet/shotgun/ion
name = "ion slug"
damage = 15
@@ -182,9 +183,10 @@
/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
..()
empulse(target, 0, 0) //Only affects what it hits
empulse(target, 0, 0, 0, 0) //Only affects what it hits
return 1
/* "Rifle" rounds */
/obj/item/projectile/bullet/rifle

View File

@@ -8,12 +8,16 @@
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
var/pulse_range = 1
on_hit(var/atom/target, var/blocked = 0)
empulse(target, 1, 1)
empulse(target, pulse_range, pulse_range, pulse_range, pulse_range)
return 1
/obj/item/projectile/ion/small
pulse_range = 0
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"

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@@ -652,7 +652,7 @@
var/location = get_turf(holder.my_atom)
// 100 created volume = 4 heavy range & 7 light range. A few tiles smaller than traitor EMP grandes.
// 200 created volume = 8 heavy range & 14 light range. 4 tiles larger than traitor EMP grenades.
empulse(location, round(created_volume / 24), round(created_volume / 14), 1)
empulse(location, round(created_volume / 24), round(created_volume / 20), round(created_volume / 18), round(created_volume / 14), 1)
holder.clear_reagents()
return

View File

@@ -84,8 +84,14 @@
if(1)
qdel(src)
if(2)
if(prob(75))
qdel(src)
if(3)
if(prob(50))
qdel(src)
if(4)
if(prob(25))
qdel(src)
/obj/machinery/shield/hitby(AM as mob|obj)

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@@ -11,13 +11,15 @@
cooldown_min = 200 //50 deciseconds reduction per rank
var/emp_heavy = 6
var/emp_light = 10
var/emp_heavy = 3
var/emp_med = 5
var/emp_light = 8
var/emp_long = 10
hud_state = "wiz_tech"
/spell/aoe_turf/disable_tech/cast(list/targets)
for(var/turf/target in targets)
empulse(get_turf(target), emp_heavy, emp_light)
empulse(get_turf(target), emp_heavy, emp_med, emp_light, emp_long)
return

View File

@@ -432,4 +432,4 @@
/obj/item/weapon/spellbook/oneuse/charge/recoil(mob/user as mob)
..()
user <<"<span class='warning'>[src] suddenly feels very warm!</span>"
empulse(src, 1, 1)
empulse(src, 1, 1, 1, 1)

View File

@@ -9,5 +9,5 @@
/datum/artifact_effect/emp/DoEffectPulse()
if(holder)
var/turf/T = get_turf(holder)
empulse(T, effectrange/2, effectrange)
empulse(T, effectrange/4, effectrange/3, effectrange/2, effectrange)
return 1

View File

@@ -0,0 +1,38 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Anewbe
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Added an ion pistol, has five shots."
- rscadd: "Added Bay's Haywire rounds."
- tweak: "EMP now works on four levels, instead of two."

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