mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-26 10:04:12 +00:00
Guns:
The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!
Miscellaneous:
I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
86 lines
2.1 KiB
Plaintext
86 lines
2.1 KiB
Plaintext
/obj/proc_holder/spell/targeted/ethereal_jaunt
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name = "Ethereal Jaunt"
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desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
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school = "transmutation"
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charge_max = 300
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clothes_req = 1
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invocation = "none"
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invocation_type = "none"
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range = -1
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include_user = 1
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var/jaunt_duration = 50 //in deciseconds
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/obj/proc_holder/spell/targeted/ethereal_jaunt/cast(list/targets) //magnets, so mostly hardcoded
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for(var/mob/target in targets)
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spawn(0)
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var/mobloc = get_turf(target.loc)
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var/obj/dummy/spell_jaunt/holder = new /obj/dummy/spell_jaunt( mobloc )
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var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
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animation.name = "water"
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animation.density = 0
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animation.anchored = 1
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animation.icon = 'mob.dmi'
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animation.icon_state = "liquify"
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animation.layer = 5
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animation.master = holder
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flick("liquify",animation)
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target.loc = holder
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target.client.eye = holder
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var/datum/effects/system/steam_spread/steam = new /datum/effects/system/steam_spread()
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steam.set_up(10, 0, mobloc)
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steam.start()
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sleep(jaunt_duration)
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mobloc = get_turf(target.loc)
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animation.loc = mobloc
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steam.location = mobloc
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steam.start()
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target.canmove = 0
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sleep(20)
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flick("reappear",animation)
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sleep(5)
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target.loc = mobloc
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target.canmove = 1
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target.client.eye = target
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del(animation)
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del(holder)
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/obj/dummy/spell_jaunt
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name = "water"
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icon = 'effects.dmi'
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icon_state = "nothing"
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var/canmove = 1
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density = 0
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anchored = 1
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/obj/dummy/spell_jaunt/relaymove(var/mob/user, direction)
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if (!src.canmove) return
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switch(direction)
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if(NORTH)
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src.y++
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if(SOUTH)
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src.y--
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if(EAST)
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src.x++
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if(WEST)
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src.x--
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if(NORTHEAST)
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src.y++
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src.x++
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if(NORTHWEST)
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src.y++
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src.x--
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if(SOUTHEAST)
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src.y--
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src.x++
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if(SOUTHWEST)
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src.y--
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src.x--
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src.canmove = 0
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spawn(2) src.canmove = 1
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/obj/dummy/spell_jaunt/ex_act(blah)
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return
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/obj/dummy/spell_jaunt/bullet_act(blah)
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return |