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CHOMPStation2/code/game/gamemodes/technomancer/spells/shield.dm
2020-05-18 23:42:15 -04:00

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/datum/technomancer/spell/shield
name = "Shield"
desc = "Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm \
you, so long as you can power it. Stronger attacks blocked cost more energy to sustain. \
Note that holding two shields will make blocking more energy efficent."
enhancement_desc = "Blocking is twice as efficent in terms of energy cost per hit."
cost = 100
obj_path = /obj/item/weapon/spell/shield
ability_icon_state = "tech_shield"
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/shield
name = "\proper energy shield"
icon_state = "shield"
desc = "A very protective combat shield that'll stop almost anything from hitting you, at least from the front."
aspect = ASPECT_FORCE
toggled = 1
var/damage_to_energy_multiplier = 30.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 600 energy cost
var/datum/effect/effect/system/spark_spread/spark_system = null
/obj/item/weapon/spell/shield/New()
..()
set_light(3, 2, l_color = "#006AFF")
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
/obj/item/weapon/spell/shield/Destroy()
spark_system = null
return ..()
/obj/item/weapon/spell/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(user.incapacitated())
return 0
var/damage_to_energy_cost = damage_to_energy_multiplier * damage
if(issmall(user)) // Smaller shields are more efficent.
damage_to_energy_cost *= 0.75
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(istype(H.get_other_hand(src), src.type)) // Two shields in both hands.
damage_to_energy_cost *= 0.75
else if(check_for_scepter())
damage_to_energy_cost *= 0.50
if(!pay_energy(damage_to_energy_cost))
to_chat(owner, "<span class='danger'>Your shield fades due to lack of energy!</span>")
qdel(src)
return 0
//block as long as they are not directly behind us
var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
if(check_shield_arc(user, bad_arc, damage_source, attacker))
user.visible_message("<span class='danger'>\The [user]'s [src] blocks [attack_text]!</span>")
spark_system.start()
playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
adjust_instability(2)
return 1
return 0