/datum/technomancer/spell/overload name = "Overload" desc = "Fires a bolt of highly unstable energy, that does damaged equal to 1.5% of the technomancer's current reserve of energy. \ This energy pierces all known armor." cost = 150 obj_path = /obj/item/weapon/spell/projectile/overload /obj/item/weapon/spell/projectile/overload name = "overload" icon_state = "overload" desc = "Hope your Core's full." cast_methods = CAST_RANGED aspect = ASPECT_UNSTABLE spell_projectile = /obj/item/projectile/overload energy_cost_per_shot = 0 // Handled later instability_per_shot = 15 cooldown = 10 pre_shot_delay = 4 /obj/item/projectile/overload name = "overloaded bolt" icon_state = "bluespace" // nodamage = 1 damage_type = BURN 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) 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. else P.damage = round(energy_before_firing * 0.002) // 2% of their current energy pool. owner.adjust_instability(instability_per_shot) return 1 // muzzle_type = /obj/effect/projectile/lightning/muzzle // tracer_type = /obj/effect/projectile/lightning/tracer // impact_type = /obj/effect/projectile/lightning/impact