Buffs hierophant club
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@@ -478,6 +478,8 @@ Difficulty: Hard
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var/speed = 3 //how many deciseconds between each step
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var/currently_seeking = FALSE
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var/friendly_fire_check = FALSE //if blasts produced apply friendly fire
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var/monster_damage_boost = TRUE
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var/damage = 10
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/obj/effect/overlay/temp/hierophant/chaser/Initialize(mapload, new_caster, new_target, new_speed, is_friendly_fire)
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. = ..()
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@@ -521,9 +523,10 @@ Difficulty: Hard
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moving--
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sleep(speed)
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targetturf = get_turf(target)
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/obj/effect/overlay/temp/hierophant/chaser/proc/make_blast()
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new /obj/effect/overlay/temp/hierophant/blast(loc, caster, friendly_fire_check)
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var/obj/effect/overlay/temp/hierophant/blast/B = new(loc, caster, friendly_fire_check)
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B.damage = damage
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B.monster_damage_boost = monster_damage_boost
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/obj/effect/overlay/temp/hierophant/telegraph
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icon = 'icons/effects/96x96.dmi'
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@@ -553,6 +556,7 @@ Difficulty: Hard
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desc = "Get out of the way!"
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duration = 9
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var/damage = 10 //how much damage do we do?
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var/monster_damage_boost = TRUE //do we deal extra damage to monsters? Used by the boss
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var/list/hit_things = list() //we hit these already, ignore them
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var/friendly_fire_check = FALSE
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var/bursting = FALSE //if we're bursting and need to hit anyone crossing us
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@@ -595,7 +599,7 @@ Difficulty: Hard
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var/limb_to_hit = L.get_bodypart(pick("head", "chest", "r_arm", "l_arm", "r_leg", "l_leg"))
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var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
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L.apply_damage(damage, BURN, limb_to_hit, armor)
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if(ismegafauna(L) || istype(L, /mob/living/simple_animal/hostile/asteroid))
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if(monster_damage_boost && (ismegafauna(L) || istype(L, /mob/living/simple_animal/hostile/asteroid)))
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L.adjustBruteLoss(damage)
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add_logs(caster, L, "struck with a [name]")
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for(var/obj/mecha/M in T.contents - hit_things) //and mechs.
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