Files
CHOMPStation2/code/datums/spells/ethereal_jaunt.dm
mport2004@gmail.com 46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00

90 lines
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/obj/effect/proc_holder/spell/targeted/ethereal_jaunt
name = "Ethereal Jaunt"
desc = "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls."
school = "transmutation"
charge_max = 300
clothes_req = 1
invocation = "none"
invocation_type = "none"
range = -1
include_user = 1
var/jaunt_duration = 50 //in deciseconds
/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/cast(list/targets) //magnets, so mostly hardcoded
for(var/mob/target in targets)
spawn(0)
var/mobloc = get_turf(target.loc)
var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
animation.name = "water"
animation.density = 0
animation.anchored = 1
animation.icon = 'mob.dmi'
animation.icon_state = "liquify"
animation.layer = 5
animation.master = holder
flick("liquify",animation)
target.loc = holder
target.client.eye = holder
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, mobloc)
steam.start()
sleep(jaunt_duration)
mobloc = get_turf(target.loc)
animation.loc = mobloc
steam.location = mobloc
steam.start()
target.canmove = 0
sleep(20)
flick("reappear",animation)
sleep(5)
target.loc = mobloc
target.canmove = 1
target.client.eye = target
del(animation)
del(holder)
/obj/effect/dummy/spell_jaunt
name = "water"
icon = 'effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
/obj/effect/dummy/spell_jaunt/relaymove(var/mob/user, direction)
if (!src.canmove) return
var/turf/newLoc = get_step(src,direction)
if(!(newLoc.flags & NOJAUNT))
loc = newLoc
/*
switch(direction)
if(NORTH)
src.y++
if(SOUTH)
src.y--
if(EAST)
src.x++
if(WEST)
src.x--
if(NORTHEAST)
src.y++
src.x++
if(NORTHWEST)
src.y++
src.x--
if(SOUTHEAST)
src.y--
src.x++
if(SOUTHWEST)
src.y--
src.x-- */
src.canmove = 0
spawn(2) src.canmove = 1
/obj/effect/dummy/spell_jaunt/ex_act(blah)
return
/obj/effect/dummy/spell_jaunt/bullet_act(blah)
return