/datum/technomancer/spell/lightning name = "Lightning Strike" desc = "This uses a hidden electrolaser, which creates a laser beam to ionize the enviroment, allowing for ideal conditions \ for a directed lightning strike to occur. The lightning is very strong, however it requires a few seconds to prepare a \ strike." cost = 150 obj_path = /obj/item/weapon/spell/projectile/lightning /obj/item/weapon/spell/projectile/lightning name = "lightning strike" icon_state = "lightning_strike" desc = "Now you can feel like Zeus." cast_methods = CAST_RANGED aspect = ASPECT_SHOCK spell_projectile = /obj/item/projectile/beam/lightning energy_cost_per_shot = 2500 instability_per_shot = 10 cooldown = 20 pre_shot_delay = 20 /obj/item/projectile/beam/lightning name = "lightning" icon_state = "lightning" nodamage = 1 damage_type = HALLOSS muzzle_type = /obj/effect/projectile/lightning/muzzle tracer_type = /obj/effect/projectile/lightning/tracer impact_type = /obj/effect/projectile/lightning/impact var/power = 60 //How hard it will hit for with electrocute_act(). /obj/item/projectile/beam/lightning/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0) if(ishuman(target_mob)) var/mob/living/carbon/human/H = target_mob 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 target_mob.electrocute_act(power, src, 1.0, BP_TORSO) return 1