/datum/technomancer/spell/condensation name = "Condensation" desc = "This causes rapid formation of liquid at the target, causing floors to become wet, entities to be soaked, and fires \ to be extinguished. You can also fill contains with water if they are targeted directly." enhancement_desc = "Floors affected by condensation will also freeze." ability_icon_state = "tech_condensation" cost = 50 obj_path = /obj/item/spell/condensation category = UTILITY_SPELLS /obj/item/spell/condensation name = "condensation" desc = "Stronger than it appears." icon_state = "condensation" cast_methods = CAST_RANGED aspect = ASPECT_AIR cooldown = 2 SECONDS /obj/item/spell/condensation/on_ranged_cast(atom/hit_atom, mob/user) if(pay_energy(200)) if(istype(hit_atom, /turf/simulated) && within_range(hit_atom)) var/turf/simulated/T = hit_atom for(var/direction in alldirs + null) // null is for the center tile. spawn(1) var/turf/desired_turf = get_step(T,direction) if(desired_turf) // This shouldn't fail but... var/obj/effect/effect/water/W = new /obj/effect/effect/water(get_turf(T)) W.create_reagents(60) W.reagents.add_reagent(id = "water", amount = 60, data = null, safety = 0) W.set_color() W.set_up(desired_turf) flick(initial(icon_state),W) // Otherwise pooling causes the animation to stay stuck at the end. if(check_for_scepter()) if(istype(desired_turf, /turf/simulated)) var/turf/simulated/frozen = desired_turf frozen.freeze_floor() if(check_for_scepter()) add_attack_logs(user,hit_atom,"Iced the floor with [src] at [T.x],[T.y],[T.z]") else add_attack_logs(user,hit_atom,"Wetted the floor with [src] at [T.x],[T.y],[T.z]") else if(hit_atom.reagents && !ismob(hit_atom)) //TODO: Something for the scepter hit_atom.reagents.add_reagent(id = "water", amount = 60, data = null, safety = 0) adjust_instability(5)