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Merge pull request #2022 from TheDZD/lightning-progress
Lightning Bolt Spell Progress Bar
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@@ -321,8 +321,8 @@ Turf and target are seperate in case you want to teleport some distance from a t
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//Ensure the frequency is within bounds of what it should be sending/recieving at
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/proc/sanitize_frequency(var/f, var/low = PUBLIC_LOW_FREQ, var/high = PUBLIC_HIGH_FREQ)
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f = round(f)
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f = max(low, f)
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f = min(high, f)
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f = max(low, f)
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f = min(high, f)
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if ((f % 2) == 0) //Ensure the last digit is an odd number
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f += 1
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return f
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@@ -778,7 +778,7 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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else return get_step(ref, base_dir)
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/proc/do_mob(var/mob/user , var/mob/target, var/time = 30, numticks = 5, var/stealth = 0) //This is quite an ugly solution but i refuse to use the old request system.
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/proc/do_mob(var/mob/user , var/mob/target, var/time = 30, numticks = 5, var/uninterruptible = 0) //This is quite an ugly solution but i refuse to use the old request system.
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if(!user || !target)
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return 0
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if(numticks == 0)
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@@ -797,7 +797,7 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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if(user && user.client)
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user.client.images -= progbar
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return 0
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if ( user.loc != user_loc || target.loc != target_loc || user.get_active_hand() != holding || user.stat || user.stunned || user.weakened || user.paralysis || user.lying)
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if (!uninterruptible && (user.loc != user_loc || target.loc != target_loc || user.get_active_hand() != holding || user.stat || user.stunned || user.weakened || user.paralysis || user.lying))
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if(user && user.client)
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user.client.images -= progbar
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return 0
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@@ -10,7 +10,7 @@
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cooldown_min = 30
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selection_type = "view"
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random_target = 1
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var/energy = 0
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var/start_time = 0
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var/ready = 0
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var/image/halo = null
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action_icon_state = "lightning"
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@@ -20,11 +20,11 @@
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invocation_type = "none"
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/obj/effect/proc_holder/spell/targeted/lightning/Click()
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if(!ready)
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if(!ready && start_time==0)
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if(cast_check())
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StartChargeup()
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else
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if(cast_check(skipcharge=1))
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if(ready && cast_check(skipcharge=1))
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choose_targets()
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return 1
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@@ -33,16 +33,14 @@
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user << "<span class='notice'>You start gathering the power.</span>"
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halo = image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = EFFECTS_LAYER)
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user.overlays.Add(halo)
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spawn(0)
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while(ready)
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sleep(1)
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energy++
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if(energy >= 100 && ready)
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Discharge()
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start_time = world.time
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if(do_mob(user,user,100,uninterruptible=1))
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if(ready)
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Discharge()
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obj/effect/proc_holder/spell/targeted/lightning/proc/Reset(mob/user = usr)
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ready = 0
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energy = 0
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start_time = 0
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if(halo)
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user.overlays.Remove(halo)
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@@ -53,16 +51,14 @@ obj/effect/proc_holder/spell/targeted/lightning/proc/Reset(mob/user = usr)
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/obj/effect/proc_holder/spell/targeted/lightning/proc/Discharge(mob/user = usr)
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var/mob/living/M = user
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//M.electrocute_act(25,"Lightning Bolt")
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M << "<span class='danger'>You lose control over the spell.</span>"
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Reset(user)
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start_recharge()
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/obj/effect/proc_holder/spell/targeted/lightning/cast(list/targets, mob/user = usr)
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ready = 0
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var/mob/living/carbon/target = targets[1]
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if(get_dist(user,target)>range)
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user << "<span class='notice'>They are too far away!</span>"
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Reset(user)
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@@ -70,6 +66,7 @@ obj/effect/proc_holder/spell/targeted/lightning/proc/Reset(mob/user = usr)
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user.Beam(target,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
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var/energy = min(world.time - start_time,100)
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Bolt(user,target,max(15,energy/2),5,user) //5 bounces for energy/2 burn
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Reset(user)
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