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Cost for various spells and equipment adjusted greatly. In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted. The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes. Instability between 31 and 50 made less harsh. Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see. Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects. Reflect spell made more forgiving for the Technomancer, lasting longer before expiring. Projectile spells should be able to hit people more reliably.
58 lines
2.1 KiB
Plaintext
58 lines
2.1 KiB
Plaintext
/datum/technomancer/spell/shield
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name = "Shield"
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desc = "Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm \
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you, so long as you can power it."
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cost = 100
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obj_path = /obj/item/weapon/spell/shield
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ability_icon_state = "tech_shield"
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category = DEFENSIVE_SPELLS
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/obj/item/weapon/spell/shield
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name = "\proper energy shield"
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icon_state = "shield"
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desc = "A very protective combat shield that'll stop almost anything from hitting you, at least from the front."
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aspect = ASPECT_FORCE
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toggled = 1
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var/damage_to_energy_multiplier = 30.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 600 energy cost
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var/datum/effect/effect/system/spark_spread/spark_system = null
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/obj/item/weapon/spell/shield/New()
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..()
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set_light(3, 2, l_color = "#006AFF")
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spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
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spark_system.set_up(5, 0, src)
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/obj/item/weapon/spell/shield/Destroy()
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spark_system = null
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..()
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/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")
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if(user.incapacitated())
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return 0
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var/damage_to_energy_cost = damage_to_energy_multiplier * damage
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if(issmall(user)) // Smaller shields are more efficent.
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damage_to_energy_cost *= 0.75
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if(istype(owner.get_other_hand(src), src.type)) // Two shields in both hands.
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damage_to_energy_cost *= 0.75
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else if(check_for_scepter())
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damage_to_energy_cost *= 0.50
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if(!pay_energy(damage_to_energy_cost))
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owner << "<span class='danger'>Your shield fades due to lack of energy!</span>"
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qdel(src)
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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user.visible_message("<span class='danger'>\The [user]'s [src] blocks [attack_text]!</span>")
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spark_system.start()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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adjust_instability(2)
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return 1
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return 0
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