Changes cult stunhand when halos are out

Turns the stunhand into a burn + knockback hand.  So it remains more defensive than offensive.
This commit is contained in:
keronshb
2020-02-12 21:24:12 -05:00
parent 60756cbc35
commit 7949c4fa01
+10 -3
View File
@@ -143,7 +143,7 @@
//Cult Blood Spells
/datum/action/innate/cult/blood_spell/stun
name = "Stun"
desc = "A potent spell that will stun and mute victims upon contact."
desc = "A potent spell that will stun and mute victims upon contact. Becomes burn and knockback when the cult has ascended!"
button_icon_state = "hand"
magic_path = "/obj/item/melee/blood_magic/stun"
health_cost = 10
@@ -437,8 +437,15 @@
else
target.visible_message("<span class='warning'>[L] starts to glow in a halo of light!</span>", \
"<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>")
else
if(!iscultist(L))
else // cult doesn't stun any longer when halos are out, instead it does burn damage + knockback!
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(user_antag.cult_team.cult_ascendent)
if(!iscultist(L))
var/atom/throw_target = get_edge_target_turf(L, user.dir)
L.adjustFireLoss(20)
if(!L.anchored)
L.throw_at(throw_target, 7, 1, user)
else if(!iscultist(L))
L.Knockdown(160)
L.adjustStaminaLoss(140) //Ensures hard stamcrit
L.flash_act(1,1)