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Co-authored-by: Changelogs <action@github.com> Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com> Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com> Co-authored-by: Kashargul <KashL@t-online.de>
57 lines
2.2 KiB
Plaintext
57 lines
2.2 KiB
Plaintext
/datum/technomancer/spell/overload
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name = "Overload"
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desc = "Fires a bolt of highly unstable energy, that does damaged equal to 0.3% of the technomancer's current reserve of energy. \
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This energy pierces all known armor. Energy cost is equal to 10% of maximum core charge."
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enhancement_desc = "Will do damage equal to 0.4% of current energy."
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spell_power_desc = "Increases damage dealt, up to a cap of 80 damage per shot."
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cost = 100
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obj_path = /obj/item/spell/projectile/overload
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ability_icon_state = "tech_overload"
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category = OFFENSIVE_SPELLS
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/obj/item/spell/projectile/overload
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name = "overload"
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icon_state = "overload"
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desc = "Hope your Core's full."
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cast_methods = CAST_RANGED
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aspect = ASPECT_UNSTABLE
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spell_projectile = /obj/item/projectile/overload
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energy_cost_per_shot = 0 // Handled later
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instability_per_shot = 12
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cooldown = 10
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pre_shot_delay = 4
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fire_sound = 'sound/effects/supermatter.ogg'
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/obj/item/projectile/overload
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name = "overloaded bolt"
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icon_state = "bluespace"
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damage_type = BURN
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armor_penetration = 100
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impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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/obj/item/spell/projectile/overload/make_projectile(obj/item/projectile/projectile_type, mob/living/user)
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var/obj/item/projectile/overload/P = new projectile_type(get_turf(user))
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var/energy_before_firing = core.energy
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if(check_for_scepter())
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P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool.
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else
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P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
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P.damage = min(calculate_spell_power(P.damage), 80)
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return P
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/obj/item/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user)
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energy_cost_per_shot = round(core.max_energy * 0.10)
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..()
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/* var/energy_before_firing = core.energy
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if(set_up(hit_atom, user))
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var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
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P.launch(hit_atom)
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if(check_for_scepter())
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P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool.
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else
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P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
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adjust_instability(instability_per_shot)
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return 1
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*/
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