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* Buffs a few spells * Keeps Lesser Magic Missile the same * Update code/game/gamemodes/wizard/spellbook.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * no more doorpass * mindswap changes reverted --------- Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
74 lines
2.0 KiB
Plaintext
74 lines
2.0 KiB
Plaintext
/obj/item/projectile/homing
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name = "smart bullet"
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icon_state = "bullet"
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var/homing_active = TRUE
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/obj/item/projectile/homing/pixel_move(trajectory_multiplier)
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. = ..()
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if(!homing_active)
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return
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var/turf/current_turf = get_turf(src)
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var/turf/target_turf = get_turf(original)
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if(current_turf == target_turf)
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homing_active = FALSE
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return
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if(!current_turf || !target_turf)
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return
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var/dx = target_turf.x - current_turf.x
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var/dy = target_turf.y - current_turf.y
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var/angle = ATAN2(dy, dx)
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set_angle(angle)
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/obj/item/projectile/homing/magic
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name = "bolt of nothing"
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icon_state = "energy"
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damage = 0
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damage_type = OXY
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nodamage = 1
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armour_penetration_percentage = 100
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flag = MAGIC
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/obj/item/projectile/homing/magic/toolbox
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name = "magic toolbox"
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icon = 'icons/obj/storage.dmi'
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icon_state = "toolbox_default"
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hitsound = 'sound/weapons/smash.ogg'
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damage = 30
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nodamage = FALSE
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damage_type = BRUTE
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/obj/item/projectile/homing/magic/toolbox/on_range()
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. = ..()
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new /obj/item/storage/toolbox(get_turf(src))
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/obj/item/projectile/homing/magic/toolbox/on_hit(atom/target, blocked, hit_zone)
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. = ..()
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var/obj/item/storage/toolbox/T = new /obj/item/storage/toolbox(get_turf(src))
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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var/obj/item/organ/external/E = pick(H.bodyparts)
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E.add_embedded_object(T)
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/obj/item/projectile/homing/magic/homing_fireball
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name = "greater bolt of fireball"
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icon_state = "fireball"
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damage = 20
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damage_type = BRUTE
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nodamage = FALSE
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//explosion values
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var/explosion_devastate = 0
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var/explosion_heavy = 1
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var/explosion_light = 3
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var/explosion_flash = 4
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var/explosion_fire = 3
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/obj/item/projectile/homing/magic/homing_fireball/on_hit(mob/living/target)
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. = ..()
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explosion(get_turf(target), explosion_devastate, explosion_heavy, explosion_light, explosion_flash, 0, flame_range = explosion_fire)
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if(istype(target)) //multiple flavors of pain
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target.adjustFireLoss(10) // does 20 brute, and 10 burn + explosion. Pretty brutal.
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