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CHOMPStation2/code/game/gamemodes/technomancer/spells/spawner/fire_blast.dm
Neerti 0d140349b3 Technomancer Bug Fixes & Tweaks
Cores can now be locked and unlocked by a verb.  Locked cores cannot be removed by anyone.  Cores automatically unlock if the wearer dies or otherwise stops existing for some reason.
Healing spells now induce a flat instability cost on the healer instead of it being split between healer and healed.  The amount healed is greatly increased if used on someone besides the healer.
Mend Organs is now called Great Mend Wounds, and now heals broken bones, IB, eye damage, and blood loss in addition to internal organs.
Radiating instability (the purple glow) now gives a warning to people afflicted.
Instability discounts should start applying correctly for specific cores.
Instability now affects all living mobs and not just humans.  This includes borgs and simple animals.
Phase shift now adds ongoing instability while hiding inside the rift.
Projectile spells should be logged now.
Wards last forever, and should not die in vacuum now.
Restoration aura is now green colored and not blue.
Simple mobs and cyborgs are now harmed by lightning.
2016-10-04 21:09:15 -04:00

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/datum/technomancer/spell/fire_blast
name = "Fire Blast"
desc = "Causes a disturbance on a targeted tile. After two and a half seconds, it will explode in a small radius around it. Be \
sure to not be close to the disturbance yourself."
cost = 175
obj_path = /obj/item/weapon/spell/spawner/fire_blast
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/spawner/fire_blast
name = "fire blast"
desc = "Leading your booms might be needed."
icon_state = "fire_blast"
cast_methods = CAST_RANGED
aspect = ASPECT_FIRE
spawner_type = /obj/effect/temporary_effect/fire_blast
/obj/item/weapon/spell/spawner/fire_blast/on_ranged_cast(atom/hit_atom, mob/user)
if(pay_energy(2000))
adjust_instability(12)
..() // Makes the booms happen.
/obj/effect/temporary_effect/fire_blast
name = "fire blast"
desc = "Run!"
icon = 'icons/effects/effects.dmi'
icon_state = "at_shield1"
time_to_die = 2.5 SECONDS // After which we go boom.
invisibility = 0
new_light_range = 4
new_light_power = 5
new_light_color = "#FF6A00"
/obj/effect/temporary_effect/fire_blast/Destroy()
explosion(get_turf(src), -1, 1, 2, 5, adminlog = 1)
..()