Maybe Perhaps Last Major Technomancer PR

Adds ability to sort the spells section of the catalog into categories.  The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds.  The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%.  Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.
This commit is contained in:
Neerti
2016-08-19 19:21:55 -04:00
parent 6085e1a2d4
commit 515ba0677a
53 changed files with 185 additions and 136 deletions

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@@ -1,8 +1,13 @@
#define ALL_SPELLS "All"
#define OFFENSIVE_SPELLS "Offensive"
#define DEFENSIVE_SPELLS "Defensive"
#define UTILITY_SPELLS "Utility"
#define SUPPORT_SPELLS "Support"
var/list/all_technomancer_spells = typesof(/datum/technomancer/spell) - /datum/technomancer/spell
var/list/all_technomancer_equipment = typesof(/datum/technomancer/equipment) - /datum/technomancer/equipment
var/list/all_technomancer_consumables = typesof(/datum/technomancer/consumable) - /datum/technomancer/consumable
var/list/all_technomancer_assistance = typesof(/datum/technomancer/assistance) - /datum/technomancer/assistance
var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datum/technomancer/presets
/datum/technomancer
var/name = "technomancer thing"
@@ -13,6 +18,9 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
var/obj_path = null
var/ability_icon_state = null
/datum/technomancer/spell
var/category = ALL_SPELLS
/obj/item/weapon/technomancer_catalog
name = "catalog"
desc = "A \"book\" featuring a holographic display, metal cover, and miniaturized teleportation device, allowing the user to \
@@ -27,8 +35,8 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
var/list/equipment_instances = list()
var/list/consumable_instances = list()
var/list/assistance_instances = list()
var/list/preset_instances = list()
var/tab = 0
var/spell_tab = ALL_SPELLS
var/show_scepter_text = 0
/obj/item/weapon/technomancer_catalog/apprentice
@@ -72,15 +80,23 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
if(!assistance_instances.len)
for(var/A in all_technomancer_assistance)
assistance_instances += new A()
if(!preset_instances.len)
for(var/P in all_technomancer_presets)
preset_instances += new P()
/obj/item/weapon/technomancer_catalog/apprentice/set_up()
..()
for(var/datum/technomancer/assistance/apprentice/A in assistance_instances)
assistance_instances.Remove(A)
// Proc: show_categories()
// Parameters: 1 (category - the category link to display)
// Description: Shows an href link to go to a spell subcategory if the category is not already selected, otherwise is bold, to reduce
// code duplicating.
/obj/item/weapon/technomancer_catalog/proc/show_categories(var/category)
if(category)
if(spell_tab != category)
return "<a href='byond://?src=\ref[src];spell_category=[category]'>[category]</a>"
else
return "<b>[category]</b>"
// Proc: attack_self()
// Parameters: 1 (user - the mob clicking on the catelog)
// Description: Shows an HTML window, to buy equipment and spells, if the user is the legitimate owner. Otherwise it cannot be used.
@@ -100,13 +116,17 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><b>Functions</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
dat += "<a href='byond://?src=\ref[src];refund_functions=1'>Refund Functions</a><br><br>"
for(var/datum/technomancer/spell in spell_instances)
dat += "[show_categories(ALL_SPELLS)] | [show_categories(OFFENSIVE_SPELLS)] | [show_categories(DEFENSIVE_SPELLS)] | \
[show_categories(UTILITY_SPELLS)] | [show_categories(SUPPORT_SPELLS)]<br>"
for(var/datum/technomancer/spell/spell in spell_instances)
if(spell.hidden)
continue
if(spell_tab != ALL_SPELLS && spell.category != spell_tab)
continue
dat += "<b>[spell.name]</b><br>"
dat += "<i>[spell.desc]</i><br>"
if(show_scepter_text)
@@ -123,8 +143,7 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<b>Equipment</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/equipment/E in equipment_instances)
dat += "<b>[E.name]</b><br>"
@@ -141,8 +160,7 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<b>Consumables</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/consumable/C in consumable_instances)
dat += "<b>[C.name]</b><br>"
@@ -159,8 +177,7 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<b>Assistance</b> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=4'>Presets</a></align><br>"
dat += "<b>Assistance</b></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/assistance/A in assistance_instances)
dat += "<b>[A.name]</b><br>"
@@ -171,24 +188,6 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
dat += "<font color='red'><b>Cannot afford!</b></font><br><br>"
user << browse(dat, "window=radio")
onclose(user, "radio")
if(4) //Presets
var/dat = ""
user.set_machine(src)
dat += "<align='center'><a href='byond://?src=\ref[src];tab_choice=0'>Functions</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=1'>Equipment</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=2'>Consumables</a> | "
dat += "<a href='byond://?src=\ref[src];tab_choice=3'>Assistance</a> | "
dat += "<b>Presets</b></align><br>"
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
for(var/datum/technomancer/presets/P in preset_instances)
dat += "<b>[P.name]</b><br>"
dat += "<i>[P.desc]</i><br>"
if(P.cost <= budget)
dat += "<a href='byond://?src=\ref[src];spell_choice=[P.name]'>Purchase</a> ([P.cost])<br><br>"
else
dat += "<font color='red'><b>Cannot afford!</b></font><br><br>"
user << browse(dat, "window=radio")
onclose(user, "radio")
// Proc: Topic()
// Parameters: 2 (href - don't know, href_list - the choice that the person using the interface above clicked on.)
@@ -210,6 +209,8 @@ var/list/all_technomancer_presets = typesof(/datum/technomancer/presets) - /datu
H.set_machine(src)
if(href_list["tab_choice"])
tab = text2num(href_list["tab_choice"])
if(href_list["spell_category"])
spell_tab = href_list["spell_category"]
if(href_list["spell_choice"])
var/datum/technomancer/new_spell = null
//Locate the spell.

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@@ -212,4 +212,4 @@
outgoing_instability = outgoing_instability * armor_factor
H.adjust_instability(outgoing_instability)
set_light(distance, distance, l_color = "#C26DDE")
set_light(distance, distance * 2, l_color = "#C26DDE")

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@@ -4,6 +4,7 @@
far away from the caster. Failing that, it may inhibit those entities in some form."
cost = 40
obj_path = /obj/item/weapon/spell/abjuration
category = UTILITY_SPELLS
/obj/item/weapon/spell/abjuration
name = "abjuration"

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@@ -4,6 +4,7 @@
will grab them automatically."
cost = 50
obj_path = /obj/item/weapon/spell/apportation
category = UTILITY_SPELLS
/obj/item/weapon/spell/apportation
name = "apportation"

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@@ -6,6 +6,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/audible_deception
ability_icon_state = "tech_audibledeception"
category = UTILITY_SPELLS
/obj/item/weapon/spell/audible_deception
name = "audible deception"

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@@ -4,6 +4,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/biomed
ability_icon_state = "tech_biomedaura"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/aura/biomed
name = "restoration aura"

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@@ -7,6 +7,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/fire
ability_icon_state = "tech_fireaura"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/aura/fire
name = "Fire Storm"
@@ -20,7 +21,6 @@
qdel(src)
var/list/nearby_things = range(4,owner)
var/fire_prob = 10
var/temp_change = 25
var/temp_cap = 500
var/fire_power = 2
@@ -28,7 +28,6 @@
if(check_for_scepter())
temp_change = 50
temp_cap = 700
fire_prob = 25
fire_power = 4
for(var/mob/living/carbon/human/H in nearby_things)
if(is_ally(H))
@@ -41,16 +40,11 @@
turf_check:
for(var/turf/simulated/T in nearby_things)
if(prob(fire_prob))
if(prob(30))
for(var/mob/living/carbon/human/H in T)
if(is_ally(H))
continue turf_check
T.hotspot_expose(1000, 50, 1)
T.create_fire(fire_power)
// //We use hotspot_expose() to allow firesuits to protect from this aura.
// var/turf/location = get_turf(H)
// location.hotspot_expose(1000, 50, 1)
owner.adjust_instability(1)

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@@ -6,6 +6,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/frost
ability_icon_state = "tech_frostaura"
category = DEFENSIVE_SPELLS // Scepter-less frost aura is nonlethal.
/obj/item/weapon/spell/aura/frost
name = "chilling aura"
@@ -35,8 +36,4 @@
var/cold_factor = abs(protection - 1)
H.bodytemperature = max( (H.bodytemperature - temp_change) * cold_factor, temp_cap)
// //We use hotspot_expose() to allow firesuits to protect from this aura.
// var/turf/location = get_turf(H)
// location.hotspot_expose(1, 50, 1)
owner.adjust_instability(1)

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@@ -4,6 +4,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/shock
ability_icon_state = "tech_shockaura"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/aura/shock
name = "electric aura"

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@@ -5,6 +5,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/aura/unstable
ability_icon_state = "tech_unstableaura"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/aura/unstable
name = "degen aura"

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@@ -5,6 +5,7 @@
enhancement_desc = "Blink distance is increased greatly."
cost = 100
obj_path = /obj/item/weapon/spell/blink
category = UTILITY_SPELLS
/obj/item/weapon/spell/blink
name = "blink"

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@@ -4,6 +4,7 @@
useful to trick someone into believing you're casting a different spell, or perhaps just for fun."
cost = 25
obj_path = /obj/item/weapon/spell/chroma
category = UTILITY_SPELLS
/obj/item/weapon/spell/chroma
name = "chroma"

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@@ -5,6 +5,7 @@
ability_icon_state = "tech_condensation"
cost = 50
obj_path = /obj/item/weapon/spell/condensation
category = UTILITY_SPELLS
/obj/item/weapon/spell/condensation
name = "condensation"

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@@ -7,6 +7,7 @@
around the entity is merely a hologram used to allow the user to know if the creature is safe or not."
cost = 200
obj_path = /obj/item/weapon/spell/control
category = UTILITY_SPELLS
/mob/living/carbon/human/proc/technomancer_control()
place_spell_in_hand(/obj/item/weapon/spell/control)

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@@ -6,6 +6,7 @@
cost = 25
obj_path = /obj/item/weapon/spell/dispel
ability_icon_state = "tech_dispel"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/dispel
name = "dispel"

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@@ -7,6 +7,7 @@
cost = 150
obj_path = /obj/item/weapon/spell/energy_siphon
ability_icon_state = "tech_energysiphon"
category = UTILITY_SPELLS
/obj/item/weapon/spell/energy_siphon
name = "energy siphon"

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@@ -4,6 +4,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/flame_tongue
ability_icon_state = "tech_flametongue"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/flame_tongue
name = "flame tongue"

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@@ -4,6 +4,7 @@
ability_icon_state = "tech_gambit"
cost = 50
obj_path = /obj/item/weapon/spell/gambit
category = UTILITY_SPELLS
/var/global/list/all_technomancer_gambit_spells = typesof(/obj/item/weapon/spell) - list(
/obj/item/weapon/spell,

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@@ -5,6 +5,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/illusion
ability_icon_state = "tech_illusion"
category = UTILITY_SPELLS
/obj/item/weapon/spell/illusion
name = "illusion"

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@@ -5,6 +5,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/insert/corona
ability_icon_state = "tech_corona"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/corona
name = "corona"

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@@ -1,10 +1,11 @@
/datum/technomancer/spell/haste
name = "Haste"
desc = "Allows the target to run at speeds that should not be possible for an ordinary being. For three seconds, the target \
desc = "Allows the target to run at speeds that should not be possible for an ordinary being. For five seconds, the target \
runs extremly fast, and cannot be slowed by any means."
cost = 100
obj_path = /obj/item/weapon/spell/insert/haste
ability_icon_state = "tech_haste"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/haste
name = "haste"
@@ -22,7 +23,7 @@
L.force_max_speed = 1
L << "<span class='notice'>You suddenly find it much easier to move.</span>"
L.adjust_instability(10)
spawn(3 SECONDS)
spawn(5 SECONDS)
if(src)
on_expire()

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@@ -5,6 +5,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_burns
ability_icon_state = "tech_mendburns"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_burns
name = "mend burns"
@@ -19,10 +20,10 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
H.adjustFireLoss(-1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
H.adjustFireLoss(-5)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(10)
on_expire()

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@@ -4,6 +4,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_metal
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_metal
name = "mend metal"
@@ -18,14 +19,14 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
for(var/obj/item/organ/external/O in H.organs)
if(O.robotic < ORGAN_ROBOT) // Robot parts only.
continue
O.heal_damage(1, 0, internal = 1, robo_repair = 1)
O.heal_damage(5, 0, internal = 1, robo_repair = 1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()

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@@ -5,6 +5,7 @@
cost = 75
obj_path = /obj/item/weapon/spell/insert/mend_organs
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_organs
name = "mend organs"
@@ -19,13 +20,13 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
for(var/obj/item/organ/O in H.internal_organs)
if(O.damage > 0)
O.damage = max(O.damage - 0.2, 0)
O.damage = max(O.damage - 1, 0)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()

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@@ -5,6 +5,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_wires
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_wires
name = "mend wires"
@@ -19,14 +20,14 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
for(var/obj/item/organ/external/O in H.organs)
if(O.robotic < ORGAN_ROBOT) // Robot parts only.
continue
O.heal_damage(0, 1, internal = 1, robo_repair = 1)
O.heal_damage(0, 5, internal = 1, robo_repair = 1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(10)
on_expire()

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@@ -5,6 +5,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/insert/mend_wounds
ability_icon_state = "tech_mendwounds"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/mend_wounds
name = "mend wounds"
@@ -19,10 +20,10 @@
spawn(1)
if(ishuman(host))
var/mob/living/carbon/human/H = host
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
H.adjustBruteLoss(-1)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjustBruteLoss(-5)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()

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@@ -1,10 +1,11 @@
/datum/technomancer/spell/purify
name = "Purify"
desc = "Clenses the body of harmful impurities, such as toxins, radiation, viruses, and such. \
desc = "Clenses the body of harmful impurities, such as toxins, radiation, viruses, genetic damage, and such. \
Instability is split between the target and technomancer, if seperate."
cost = 25
obj_path = /obj/item/weapon/spell/insert/purify
ability_icon_state = "tech_purify"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/purify
name = "purify"
@@ -23,12 +24,12 @@
H.disabilities = 0
// for(var/datum/disease/D in H.viruses)
// D.cure()
for(var/i = 0, i<25,i++)
for(var/i = 0, i<5,i++)
if(H)
H.adjustToxLoss(-1)
H.adjustCloneLoss(-1)
H.radiation = max(host.radiation - 2, 0)
H.adjust_instability(0.5)
origin.adjust_instability(0.5)
sleep(10)
H.adjustToxLoss(-5)
H.adjustCloneLoss(-5)
H.radiation = max(host.radiation - 10, 0)
H.adjust_instability(2.5)
origin.adjust_instability(2.5)
sleep(1 SECOND)
on_expire()

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@@ -1,10 +1,11 @@
/datum/technomancer/spell/repel_missiles
name = "Repel Missiles"
desc = "Places a repulsion field around you, which attempts to deflect incoming bullets and lasers, making them 30% less likely \
to hit you. The field lasts for two minutes and can be granted to yourself or an ally."
to hit you. The field lasts for five minutes and can be granted to yourself or an ally."
cost = 60
obj_path = /obj/item/weapon/spell/insert/repel_missiles
ability_icon_state = "tech_repelmissiles"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/insert/repel_missiles
name = "repel missiles"
@@ -21,7 +22,7 @@
var/mob/living/L = host
L.evasion += 2
L << "<span class='notice'>You have a repulsion field around you, which will attempt to deflect projectiles.</span>"
spawn(2 MINUTES)
spawn(5 MINUTES)
if(src)
on_expire()

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@@ -5,6 +5,7 @@
cost = 120
obj_path = /obj/item/weapon/spell/instability_tap
ability_icon_state = "tech_instabilitytap"
category = UTILITY_SPELLS
/obj/item/weapon/spell/instability_tap
name = "instability tap"

View File

@@ -6,6 +6,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/mark
ability_icon_state = "tech_mark"
category = UTILITY_SPELLS
//The object to teleport to when Recall is used.
/obj/effect/mark_spell
@@ -52,6 +53,7 @@
cost = 50
obj_path = /obj/item/weapon/spell/recall
ability_icon_state = "tech_recall"
category = UTILITY_SPELLS
/obj/item/weapon/spell/recall
name = "recall"

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@@ -5,6 +5,7 @@
cost = 70
obj_path = /obj/item/weapon/spell/oxygenate
ability_icon_state = "oxygenate"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/oxygenate
name = "oxygenate"

View File

@@ -6,6 +6,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/passwall
ability_icon_state = "tech_passwall"
category = UTILITY_SPELLS
/obj/item/weapon/spell/passwall
name = "passwall"
@@ -21,11 +22,13 @@
if(!allowed_to_teleport())
user << "<span class='warning'>You can't teleport here!</span>"
return 0
if(isturf(hit_atom))
var/turf/T = hit_atom //Turf we touched.
// if(isturf(hit_atom))
var/turf/T = get_turf(hit_atom) //Turf we touched.
var/turf/our_turf = get_turf(user) //Where we are.
if(!T.density)
user << "<span class='warning'>Perhaps you should try using passWALL on a wall.</span>"
if(!T.check_density())
user << "<span class='warning'>Perhaps you should try using passWALL on a wall, or other solid object.</span>"
return 0
var/direction = get_dir(our_turf, T)
var/total_cost = 0
@@ -33,7 +36,7 @@
var/turf/found_turf = null //Our destination, if one is found.
var/i = maximum_distance
visible_message("<span class='info'>[user] rests a hand on \the [T].</span>")
visible_message("<span class='info'>[user] rests a hand on \the [hit_atom].</span>")
busy = 1
var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
@@ -56,11 +59,11 @@
if(found_turf)
if(user.loc != our_turf)
user << "<span class='warning'>You need to stand still in order to phase through the wall.</span>"
user << "<span class='warning'>You need to stand still in order to phase through \the [hit_atom].</span>"
return 0
if(pay_energy(total_cost) && !user.incapacitated() )
visible_message("<span class='warning'>[user] appears to phase through \the [T]!</span>")
user << "<span class='info'>You find a destination on the other side of \the [T], and phase through it.</span>"
visible_message("<span class='warning'>[user] appears to phase through \the [hit_atom]!</span>")
user << "<span class='info'>You find a destination on the other side of \the [hit_atom], and phase through it.</span>"
spark_system.start()
user.forceMove(found_turf)
qdel(src)

View File

@@ -4,6 +4,7 @@
draining your powercell."
cost = 80
obj_path = /obj/item/weapon/spell/phase_shift
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/phase_shift
name = "phase shift"

View File

@@ -4,6 +4,7 @@
cost = 150
ability_icon_state = "tech_beam"
obj_path = /obj/item/weapon/spell/projectile/beam
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/beam
name = "beam"
@@ -12,12 +13,13 @@
cast_methods = CAST_RANGED
aspect = ASPECT_LIGHT
spell_projectile = /obj/item/projectile/beam/blue
energy_cost_per_shot = 500
energy_cost_per_shot = 400
instability_per_shot = 3
cooldown = 10
fire_sound = 'sound/weapons/Laser.ogg'
/obj/item/projectile/beam/blue
damage = 20
damage = 30
muzzle_type = /obj/effect/projectile/laser_blue/muzzle
tracer_type = /obj/effect/projectile/laser_blue/tracer

View File

@@ -5,6 +5,7 @@
strike up to four targets, including yourself if conditions allow it to occur."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/chain_lightning
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/chain_lightning
name = "chain lightning"
@@ -16,6 +17,7 @@
energy_cost_per_shot = 3000
instability_per_shot = 10
cooldown = 20
fire_sound = 'sound/weapons/gauss_shoot.ogg'
/obj/item/projectile/beam/chain_lightning
name = "lightning"

View File

@@ -4,6 +4,7 @@
that armor designed to protect from blunt force will mitigate this function as well."
cost = 100
obj_path = /obj/item/weapon/spell/projectile/force_missile
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/force_missile
name = "force missile"
@@ -12,13 +13,14 @@
cast_methods = CAST_RANGED
aspect = ASPECT_FORCE
spell_projectile = /obj/item/projectile/force_missile
energy_cost_per_shot = 400
energy_cost_per_shot = 300
instability_per_shot = 2
cooldown = 10
cooldown = 5
fire_sound = 'sound/weapons/wave.ogg'
/obj/item/projectile/force_missile
name = "force missile"
icon_state = "force_missile"
damage = 20
damage = 25
damage_type = BRUTE
check_armour = "melee"

View File

@@ -5,6 +5,7 @@
strike."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/lightning
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/lightning
name = "lightning strike"
@@ -16,7 +17,8 @@
energy_cost_per_shot = 2500
instability_per_shot = 10
cooldown = 20
pre_shot_delay = 20
pre_shot_delay = 10
fire_sound = 'sound/weapons/gauss_shoot.ogg'
/obj/item/projectile/beam/lightning
name = "lightning"

View File

@@ -4,6 +4,7 @@
This energy pierces all known armor."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/overload
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/overload
name = "overload"
@@ -13,9 +14,10 @@
aspect = ASPECT_UNSTABLE
spell_projectile = /obj/item/projectile/overload
energy_cost_per_shot = 0 // Handled later
instability_per_shot = 15
instability_per_shot = 12
cooldown = 10
pre_shot_delay = 4
fire_sound = 'sound/effects/supermatter.ogg'
/obj/item/projectile/overload
name = "overloaded bolt"
@@ -25,15 +27,15 @@
armor_penetration = 100
/obj/item/weapon/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user)
energy_cost_per_shot = round(core.max_energy * 0.15)
energy_cost_per_shot = round(core.max_energy * 0.10)
var/energy_before_firing = core.energy
if(set_up(hit_atom, user))
var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
P.launch(hit_atom)
if(check_for_scepter())
P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
P.damage = round(energy_before_firing * 0.004) // 4% of their current energy pool.
else
P.damage = round(energy_before_firing * 0.002) // 2% of their current energy pool.
P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
owner.adjust_instability(instability_per_shot)
return 1

View File

@@ -7,12 +7,15 @@
var/energy_cost_per_shot = 0
var/instability_per_shot = 0
var/pre_shot_delay = 0
var/fire_sound = null
/obj/item/weapon/spell/projectile/on_ranged_cast(atom/hit_atom, mob/living/user)
var/turf/T = get_turf(hit_atom)
if(set_up(hit_atom, user))
var/obj/item/projectile/new_projectile = new spell_projectile(get_turf(user))
new_projectile.launch(T)
if(fire_sound)
playsound(get_turf(src), fire_sound, 75, 1)
owner.adjust_instability(instability_per_shot)
return 1
return 0
@@ -23,7 +26,7 @@
if(pre_shot_delay)
var/image/target_image = image(icon = 'icons/obj/spells.dmi', loc = get_turf(hit_atom), icon_state = "target")
user << target_image
user.Stun(pre_shot_delay)
user.Stun(pre_shot_delay / 10)
sleep(pre_shot_delay)
qdel(target_image)
return 1

View File

@@ -3,6 +3,7 @@
desc = "Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation."
cost = 180
obj_path = /obj/item/weapon/spell/radiance
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/radiance
name = "radiance"

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@@ -4,6 +4,7 @@
cost = 120
obj_path = /obj/item/weapon/spell/reflect
ability_icon_state = "tech_reflect"
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/reflect
name = "\proper reflect shield"

View File

@@ -6,6 +6,7 @@
cost = 100
obj_path = /obj/item/weapon/spell/resurrect
ability_icon_state = "tech_resurrect"
category = SUPPORT_SPELLS
/obj/item/weapon/spell/resurrect
name = "resurrect"

View File

@@ -3,6 +3,7 @@
desc = "One of the few functions able to adjust instability, this allows you to take someone else's instability."
cost = 50
obj_path = /obj/item/weapon/spell/shared_burden
category = SUPPORT_SPELLS
/obj/item/weapon/spell/shared_burden
name = "shared burden"

View File

@@ -5,6 +5,7 @@
cost = 120
obj_path = /obj/item/weapon/spell/shield
ability_icon_state = "tech_shield"
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/shield
name = "\proper energy shield"

View File

@@ -3,6 +3,7 @@
desc = "Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing."
cost = 30
obj_path = /obj/item/weapon/spell/spawner/darkness
category = UTILITY_SPELLS
/obj/item/weapon/spell/spawner/darkness
name = "darkness"

View File

@@ -4,6 +4,7 @@
sure to not be close to the disturbance yourself."
cost = 175
obj_path = /obj/item/weapon/spell/spawner/fire_blast
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/spawner/fire_blast
name = "fire blast"

View File

@@ -3,6 +3,7 @@
desc = "Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this."
cost = 150
obj_path = /obj/item/weapon/spell/spawner/pulsar
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/spawner/pulsar
name = "pulsar"

View File

@@ -8,6 +8,7 @@
enhancement_desc = "Summoned entities will never harm their summoner."
cost = 200
obj_path = /obj/item/weapon/spell/summon/summon_creature
category = UTILITY_SPELLS
/obj/item/weapon/spell/summon/summon_creature
name = "summon creature"

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@@ -5,6 +5,7 @@
enhancement_desc = "Wards can detect invisibile entities, and are more specific in relaying information about what it sees."
cost = 100
obj_path = /obj/item/weapon/spell/summon/summon_ward
category = UTILITY_SPELLS
/obj/item/weapon/spell/summon/summon_ward
name = "summon ward"

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@@ -5,6 +5,7 @@
cost = 150
ability_icon_state = "tech_targetingmatrix"
obj_path = /obj/item/weapon/spell/targeting_matrix
category = UTILITY_SPELLS
/obj/item/weapon/spell/targeting_matrix
name = "targeting matrix"

View File

@@ -3,9 +3,10 @@
desc = "Acts as directional guidance towards an object that belongs to you or your team. It can also point towards your allies. \
Wonderful if you're worried someone will steal your valuables, like a certain shiny Scepter..."
enhancement_desc = "You will be able to track most other entities in addition to your belongings and allies."
cost = 30
cost = 25
obj_path = /obj/item/weapon/spell/track
ability_icon_state = "tech_track"
category = UTILITY_SPELLS
// This stores a ref to all important items that belong to a Technomancer, in case of theft. Used by the spell below.
// I feel dirty for adding yet another global list used by one thing, but the only alternative is to loop through world, and yeahhh.

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@@ -4,6 +4,7 @@
cost = 200
obj_path = /obj/item/weapon/spell/warp_strike
ability_icon_state = "tech_warpstrike"
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/warp_strike
name = "warp strike"

View File

@@ -418,7 +418,6 @@
#include "code\game\gamemodes\technomancer\core_obj.dm"
#include "code\game\gamemodes\technomancer\equipment.dm"
#include "code\game\gamemodes\technomancer\instability.dm"
#include "code\game\gamemodes\technomancer\presets.dm"
#include "code\game\gamemodes\technomancer\spell_objs.dm"
#include "code\game\gamemodes\technomancer\spell_objs_helpers.dm"
#include "code\game\gamemodes\technomancer\technomancer.dm"