Files
Paradise/code/datums/spells/lightning.dm
2025-07-27 20:52:39 +00:00

53 lines
2.2 KiB
Plaintext

/datum/spell/charge_up/bounce/lightning
name = "Lightning Bolt"
desc = "Throws a lightning bolt at your enemies. Classic. When clicked will start to charge in power. Then click on a mob to send the bolt before it overloads with power."
base_cooldown = 30 SECONDS
invocation = "UN'LTD P'WAH!"
invocation_type = "shout"
cooldown_min = 3 SECONDS
action_icon_state = "lightning"
charge_sound = new /sound('sound/magic/lightning_chargeup.ogg', channel = 7)
max_charge_time = 10 SECONDS
stop_charging_text = "You stop charging the lightning around you."
stop_charging_fail_text = "The lightning around you is too strong to stop now!"
start_charging_text = "You start gathering lightning around you."
bounce_hit_sound = 'sound/magic/lightningshock.ogg'
var/damaging = TRUE
/datum/spell/charge_up/bounce/lightning/New()
..()
charge_up_overlay = image(icon = 'icons/effects/effects.dmi', icon_state = "electricity", layer = EFFECTS_LAYER)
/datum/spell/charge_up/bounce/lightning/lightnian
clothes_req = FALSE
invocation_type = "none"
damaging = FALSE
/datum/spell/charge_up/bounce/lightning/get_bounce_energy()
if(damaging)
return max(15, get_energy_charge() / 2)
return 0
/datum/spell/charge_up/bounce/lightning/get_bounce_amount()
if(damaging)
return 5
return round(get_energy_charge() / 20)
/datum/spell/charge_up/bounce/lightning/create_beam(mob/origin, mob/target)
origin.Beam(target, icon_state = "lightning[rand(1, 12)]", icon = 'icons/effects/effects.dmi', time = 5)
/datum/spell/charge_up/bounce/lightning/apply_bounce_effect(mob/origin, mob/living/target, energy, mob/user)
if(target.can_block_magic(antimagic_flags))
target.visible_message(
"<span class='warning'>[target] absorbs the spell, remaining unharmed!</span>",
"<span class='danger'>You absorb the spell, remaining unharmed!</span>"
)
return
if(damaging)
target.electrocute_act(energy, "Lightning Bolt", flags = SHOCK_NOGLOVES)
else
target.AdjustJitter(2000 SECONDS) //High numbers for violent convulsions
target.AdjustStuttering(4 SECONDS)
target.Slowed(6 SECONDS)
addtimer(CALLBACK(target, TYPE_PROC_REF(/mob/living, AdjustJitter), -2000 SECONDS, 10), 2 SECONDS) //Still jittery, but vastly less