Files
Paradise/code/datums/spells/magnet.dm
Charlie ded049a902 Spell cooldown refactor (#18327)
* Squashed commit of the following:

commit 979fe5287c3dd33cd5d69bdd968beae245984f2e
Author: hal9000PR <charliesteeples@outlook.com>
Date:   Sat Jul 9 23:40:53 2022 +0100

    guts the old system

* refactors spell cooldowns into a handler

* charge datum

* garbage collection

* cleanup, renames cooldown var

* review changes

* boo cooldown fix

* styling

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
2022-07-23 00:00:42 +02:00

57 lines
2.3 KiB
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/obj/effect/proc_holder/spell/charge_up/bounce/magnet
name = "Magnetic Pull"
desc = "Pulls metalic objects from enemies hands with the power of MAGNETS."
action_icon_state = "magnet"
base_cooldown = 30 SECONDS
clothes_req = FALSE
invocation = "UN'LTD P'WAH!"
invocation_type = "none"
cooldown_min = 3 SECONDS
charge_sound = new /sound('sound/magic/lightning_chargeup.ogg', channel = 7)
max_charge_time = 10 SECONDS
stop_charging_text = "You stop charging the magnetism around you."
stop_charging_fail_text = "The magnetism around you is too strong to stop now!"
start_charging_text = "You start gathering magnetism around you."
bounce_hit_sound = 'sound/machines/defib_zap.ogg'
/obj/effect/proc_holder/spell/charge_up/bounce/magnet/New()
..()
charge_up_overlay = image(icon = 'icons/effects/effects.dmi', icon_state = "electricity", layer = EFFECTS_LAYER)
/obj/effect/proc_holder/spell/charge_up/bounce/magnet/get_bounce_energy()
return get_energy_charge()
/obj/effect/proc_holder/spell/charge_up/bounce/magnet/get_bounce_amount()
if(get_energy_charge() >= 75)
return 5
return 0
/obj/effect/proc_holder/spell/charge_up/bounce/magnet/create_beam(mob/origin, mob/target)
origin.Beam(target, icon_state = "lightning[rand(1, 12)]", icon = 'icons/effects/effects.dmi', time = 5)
/obj/effect/proc_holder/spell/charge_up/bounce/magnet/apply_bounce_effect(mob/origin, mob/target, energy, mob/user)
var/list/items_to_throw = list()
switch(energy)
if(0 to 25)
if(prob(50))
if(target.l_hand)
items_to_throw += target.l_hand
else
if(target.r_hand)
items_to_throw += target.r_hand
if(25 to INFINITY)
if(target.r_hand)
items_to_throw += target.r_hand
if(target.l_hand)
items_to_throw += target.l_hand
for(var/I in items_to_throw)
try_throw_object(user, target, I)
/obj/effect/proc_holder/spell/charge_up/bounce/magnet/proc/try_throw_object(mob/user, mob/thrower, obj/item/to_throw)
if(!(to_throw.flags & CONDUCT) || !thrower.unEquip(to_throw, silent = TRUE))
return FALSE
thrower.visible_message("<span class='warning'>[to_throw] gets thrown out of [thrower] [thrower.p_their()] hands!</span>",
"<span class='danger'>[to_throw] suddenly gets thrown out of your hands!</span>")
to_throw.throw_at(user, to_throw.throw_range, 4)
return TRUE