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CHOMPStation2/code/game/gamemodes/technomancer/spells/phase_shift.dm
Neerti 515ba0677a Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories.  The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds.  The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%.  Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.
2016-08-19 19:21:55 -04:00

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/datum/technomancer/spell/phase_shift
name = "Phase Shift"
desc = "Hides you in the safest possible place, where no harm can come to you. Unfortunately you can only stay inside for a few moments before \
draining your powercell."
cost = 80
obj_path = /obj/item/weapon/spell/phase_shift
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/phase_shift
name = "phase shift"
desc = "Allows you to dodge your untimely fate by shifting your location somewhere else, so long as you can sustain the energy to do so."
cast_methods = CAST_USE
aspect = ASPECT_TELE
/obj/item/weapon/spell/phase_shift/New()
..()
set_light(3, 2, l_color = "#FA58F4")
/obj/effect/phase_shift
name = "rift"
desc = "There was a maniac here a moment ago..."
icon = 'icons/effects/effects.dmi'
icon_state = "rift"
/obj/effect/phase_shift/ex_act()
return
/obj/effect/phase_shift/New()
..()
set_light(3, 5, l_color = "#FA58F4")
/obj/effect/phase_shift/Destroy()
for(var/atom/movable/AM in contents) //Eject everything out.
AM.forceMove(get_turf(src))
..()
/obj/effect/phase_shift/relaymove(mob/user as mob)
if(user.stat)
return
user << "<span class='notice'>You step out of the rift.</span>"
user.forceMove(get_turf(src))
qdel(src)
/obj/item/weapon/spell/phase_shift/on_use_cast(mob/user)
if(isturf(user.loc)) //Check if we're not already in a rift.
if(pay_energy(2000))
var/obj/effect/phase_shift/PS = new(get_turf(user))
visible_message("<span class='warning'>[user] vanishes into a pink rift!</span>")
user << "<span class='info'>You create an unstable rift, and go through it. Be sure to not stay too long.</span>"
user.forceMove(PS)
adjust_instability(10)
qdel(src)
else
user << "<span class='warning'>You don't have enough energy to make a rift!</span>"
else //We're already in a rift or something like a closet.
user << "<span class='warning'>Making a rift here would probably be a bad idea.</span>"