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Polaris/code/game/gamemodes/technomancer/spells/spawner/pulsar.dm
Neerti 0d140349b3 Technomancer Bug Fixes & Tweaks
Cores can now be locked and unlocked by a verb.  Locked cores cannot be removed by anyone.  Cores automatically unlock if the wearer dies or otherwise stops existing for some reason.
Healing spells now induce a flat instability cost on the healer instead of it being split between healer and healed.  The amount healed is greatly increased if used on someone besides the healer.
Mend Organs is now called Great Mend Wounds, and now heals broken bones, IB, eye damage, and blood loss in addition to internal organs.
Radiating instability (the purple glow) now gives a warning to people afflicted.
Instability discounts should start applying correctly for specific cores.
Instability now affects all living mobs and not just humans.  This includes borgs and simple animals.
Phase shift now adds ongoing instability while hiding inside the rift.
Projectile spells should be logged now.
Wards last forever, and should not die in vacuum now.
Restoration aura is now green colored and not blue.
Simple mobs and cyborgs are now harmed by lightning.
2016-10-04 21:09:15 -04:00

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/datum/technomancer/spell/pulsar
name = "Pulsar"
desc = "Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this."
cost = 100
obj_path = /obj/item/weapon/spell/spawner/pulsar
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/spawner/pulsar
name = "pulsar"
desc = "Be sure to not hit yourself!"
icon_state = "radiance"
cast_methods = CAST_RANGED | CAST_THROW
aspect = ASPECT_EMP
spawner_type = /obj/effect/temporary_effect/pulsar
/obj/item/weapon/spell/spawner/pulsar/New()
..()
set_light(3, 2, l_color = "#2ECCFA")
/obj/item/weapon/spell/spawner/pulsar/on_ranged_cast(atom/hit_atom, mob/user)
if(pay_energy(4000))
adjust_instability(8)
..()
/obj/item/weapon/spell/spawner/pulsar/on_throw_cast(atom/hit_atom, mob/user)
empulse(hit_atom, 1, 1, log=1)
/obj/effect/temporary_effect/pulsar
name = "pulsar"
desc = "Not a real pulsar, but still emits loads of EMP."
icon = 'icons/effects/effects.dmi'
icon_state = "shield2"
time_to_die = null
invisibility = 0
new_light_range = 4
new_light_power = 5
new_light_color = "#2ECCFA"
var/pulses_remaining = 3
/obj/effect/temporary_effect/pulsar/New()
..()
pulse_loop()
/obj/effect/temporary_effect/pulsar/proc/pulse_loop()
while(pulses_remaining)
sleep(2 SECONDS)
empulse(src, heavy_range = 1, light_range = 2, log = 1)
pulses_remaining--
qdel(src)