/datum/technomancer/spell/pulsar name = "Pulsar" desc = "Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this." cost = 100 obj_path = /obj/item/weapon/spell/spawner/pulsar category = OFFENSIVE_SPELLS /obj/item/weapon/spell/spawner/pulsar name = "pulsar" desc = "Be sure to not hit yourself!" icon_state = "radiance" cast_methods = CAST_RANGED | CAST_THROW aspect = ASPECT_EMP spawner_type = /obj/effect/temporary_effect/pulsar /obj/item/weapon/spell/spawner/pulsar/New() ..() set_light(3, 2, l_color = "#2ECCFA") /obj/item/weapon/spell/spawner/pulsar/on_ranged_cast(atom/hit_atom, mob/user) if(within_range(hit_atom) && pay_energy(4000)) adjust_instability(8) ..() /obj/item/weapon/spell/spawner/pulsar/on_throw_cast(atom/hit_atom, mob/user) empulse(hit_atom, 1, 1, 1, 1, log=1) /obj/effect/temporary_effect/pulsar name = "pulsar" desc = "Not a real pulsar, but still emits loads of EMP." icon = 'icons/effects/effects.dmi' icon_state = "shield2" time_to_die = null invisibility = 0 new_light_range = 4 new_light_power = 5 new_light_color = "#2ECCFA" var/pulses_remaining = 3 /obj/effect/temporary_effect/pulsar/New() ..() spawn(0) pulse_loop() /obj/effect/temporary_effect/pulsar/proc/pulse_loop() while(pulses_remaining) sleep(2 SECONDS) empulse(src, 1, 1, 2, 2, log = 1) pulses_remaining-- qdel(src)