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CHOMPStation2/code/game/gamemodes/technomancer/spells/projectile/overload.dm
2016-08-01 18:20:16 -05:00

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/datum/technomancer/spell/overload
name = "Overload"
desc = "Fires a bolt of highly unstable energy, that does damaged equal to 1.5% of the technomancer's current reserve of energy. \
This energy pierces all known armor."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/overload
/obj/item/weapon/spell/projectile/overload
name = "overload"
icon_state = "overload"
desc = "Hope your Core's full."
cast_methods = CAST_RANGED
aspect = ASPECT_UNSTABLE
spell_projectile = /obj/item/projectile/overload
energy_cost_per_shot = 0 // Handled later
instability_per_shot = 15
cooldown = 10
pre_shot_delay = 4
/obj/item/projectile/overload
name = "overloaded bolt"
icon_state = "bluespace"
// nodamage = 1
damage_type = BURN
armor_penetration = 100
/obj/item/weapon/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user)
energy_cost_per_shot = round(core.max_energy * 0.15)
var/energy_before_firing = core.energy
if(set_up(hit_atom, user))
var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
P.launch(hit_atom)
if(check_for_scepter())
P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
else
P.damage = round(energy_before_firing * 0.002) // 2% of their current energy pool.
owner.adjust_instability(instability_per_shot)
return 1
// muzzle_type = /obj/effect/projectile/lightning/muzzle
// tracer_type = /obj/effect/projectile/lightning/tracer
// impact_type = /obj/effect/projectile/lightning/impact