/datum/technomancer/spell/shock_aura name = "Electric Aura" desc = "Repeatively electrocutes enemies within four meters of you, as well as nearby electronics." enhancement_desc = "Aura does twice as much damage." spell_power_desc = "Radius and damage scaled up." cost = 100 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" desc = "Now you are a walking electrical storm." icon_state = "generic" cast_methods = null aspect = ASPECT_SHOCK glow_color = "#0000FF" //TODO /obj/item/weapon/spell/aura/shock/process() if(!pay_energy(1000)) qdel(src) var/list/nearby_mobs = range(calculate_spell_power(4),owner) var/power = calculate_spell_power(7) if(check_for_scepter()) power = calculate_spell_power(15) for(var/obj/machinery/light/light in range(calculate_spell_power(7), owner)) light.flicker() for(var/mob/living/L in nearby_mobs) if(is_ally(L)) continue if(L.isSynthetic()) L << "ERROR: Electrical fault detected!" L.stuttering += 3 if(ishuman(L)) var/mob/living/carbon/human/H = L var/obj/item/organ/external/affected = H.get_organ(check_zone(BP_TORSO)) H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected) else L.electrocute_act(power, src, 0.75, BP_TORSO) adjust_instability(3)