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Cost for various spells and equipment adjusted greatly. In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted. The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes. Instability between 31 and 50 made less harsh. Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see. Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects. Reflect spell made more forgiving for the Technomancer, lasting longer before expiring. Projectile spells should be able to hit people more reliably.
71 lines
2.2 KiB
Plaintext
71 lines
2.2 KiB
Plaintext
/datum/technomancer/spell/blink
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name = "Blink"
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desc = "Force the target to teleport a short distance away. This target could be anything from something lying on the ground, to someone trying to \
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fight you, or even yourself. Using this on someone next to you makes their potential distance after teleportation greater."
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enhancement_desc = "Blink distance is increased greatly."
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cost = 50
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obj_path = /obj/item/weapon/spell/blink
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category = UTILITY_SPELLS
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/obj/item/weapon/spell/blink
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name = "blink"
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desc = "Teleports you or someone else a short distance away."
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icon_state = "blink"
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cast_methods = CAST_RANGED | CAST_MELEE | CAST_USE
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aspect = ASPECT_TELE
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/proc/safe_blink(atom/movable/AM, var/range = 3)
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if(AM.anchored || !AM.loc)
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return
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var/turf/starting = get_turf(AM)
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var/list/targets = list()
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valid_turfs:
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for(var/turf/simulated/T in range(AM, range))
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if(T.density || istype(T, /turf/simulated/mineral)) //Don't blink to vacuum or a wall
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continue
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for(var/atom/movable/stuff in T.contents)
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if(stuff.density)
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continue valid_turfs
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targets.Add(T)
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if(!targets.len)
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return
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var/turf/simulated/destination = null
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destination = pick(targets)
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if(destination)
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if(ismob(AM))
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var/mob/living/L = AM
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if(L.buckled)
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L.buckled.unbuckle_mob()
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AM.forceMove(destination)
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AM.visible_message("<span class='notice'>\The [AM] vanishes!</span>")
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AM << "<span class='notice'>You suddenly appear somewhere else!</span>"
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new /obj/effect/effect/sparks(destination)
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new /obj/effect/effect/sparks(starting)
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return
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/obj/item/weapon/spell/blink/on_ranged_cast(atom/hit_atom, mob/user)
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if(istype(hit_atom, /atom/movable))
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var/atom/movable/AM = hit_atom
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if(check_for_scepter())
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safe_blink(user, 6)
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else
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safe_blink(AM, 3)
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/obj/item/weapon/spell/blink/on_use_cast(mob/user)
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if(check_for_scepter())
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safe_blink(user, 10)
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else
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safe_blink(user, 6)
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/obj/item/weapon/spell/blink/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
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if(istype(hit_atom, /atom/movable))
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var/atom/movable/AM = hit_atom
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visible_message("<span class='danger'>\The [user] reaches out towards \the [AM] with a glowing hand.</span>")
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if(check_for_scepter())
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safe_blink(user, 10)
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else
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safe_blink(AM, 6) |