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CHOMPStation2/code/game/gamemodes/technomancer/spells/projectile/lightning.dm
2016-07-08 20:38:34 -04:00

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/datum/technomancer/spell/lightning
name = "Lightning Strike"
desc = "This uses a hidden electrolaser, which creates a laser beam to ionize the enviroment, allowing for ideal conditions \
for a directed lightning strike to occur. The lightning is very strong, however it requires a few seconds to prepare a \
strike."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/lightning
/obj/item/weapon/spell/projectile/lightning
name = "lightning strike"
icon_state = "lightning_strike"
desc = "Now you can feel like Zeus."
cast_methods = CAST_RANGED
aspect = ASPECT_SHOCK
spell_projectile = /obj/item/projectile/beam/lightning
energy_cost_per_shot = 2500
instability_per_shot = 10
cooldown = 20
pre_shot_delay = 20
/obj/item/projectile/beam/lightning
name = "lightning"
icon_state = "lightning"
nodamage = 1
damage_type = HALLOSS
muzzle_type = /obj/effect/projectile/lightning/muzzle
tracer_type = /obj/effect/projectile/lightning/tracer
impact_type = /obj/effect/projectile/lightning/impact
var/power = 60 //How hard it will hit for with electrocute_act().
/obj/item/projectile/beam/lightning/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
if(ishuman(target_mob))
var/mob/living/carbon/human/H = target_mob
var/obj/item/organ/external/affected = H.get_organ(check_zone(BP_TORSO))
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected)
else
target_mob.electrocute_act(power, src, 1.0, BP_TORSO)
return 1