Changes cult stunhand when halos are out
Turns the stunhand into a burn + knockback hand. So it remains more defensive than offensive.
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@@ -143,7 +143,7 @@
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//Cult Blood Spells
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/datum/action/innate/cult/blood_spell/stun
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name = "Stun"
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desc = "A potent spell that will stun and mute victims upon contact."
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desc = "A potent spell that will stun and mute victims upon contact. Becomes burn and knockback when the cult has ascended!"
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button_icon_state = "hand"
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magic_path = "/obj/item/melee/blood_magic/stun"
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health_cost = 10
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@@ -437,8 +437,15 @@
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else
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target.visible_message("<span class='warning'>[L] starts to glow in a halo of light!</span>", \
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"<span class='userdanger'>A feeling of warmth washes over you, rays of holy light surround your body and protect you from the flash of light!</span>")
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else
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if(!iscultist(L))
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else // cult doesn't stun any longer when halos are out, instead it does burn damage + knockback!
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var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
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if(user_antag.cult_team.cult_ascendent)
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if(!iscultist(L))
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var/atom/throw_target = get_edge_target_turf(L, user.dir)
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L.adjustFireLoss(20)
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if(!L.anchored)
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L.throw_at(throw_target, 7, 1, user)
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else if(!iscultist(L))
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L.Knockdown(160)
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L.adjustStaminaLoss(140) //Ensures hard stamcrit
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L.flash_act(1,1)
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