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## About The Pull Request Makes cyborgs blink yellow when they're dead. The icons were lying around in the code for some reason, so why not repurpose them? Borg death blink: https://www.youtube.com/watch?v=DtYSHSSZVs8 Makes cyborgs emit particles when they reach a certain damage threshold. Smoke for brute, sparks for burn. I think I want to tweak them a little more, but it's hard to troubleshoot when the particle editor keeps throwing a BSOD. Borg particles: https://www.youtube.com/watch?v=Xh64rZkrp-U ## Why It's Good For The Game It's really really annoying when you're sitting dead in robotics and everyone assumes you're AFK because the roboticist isn't wearing a diagnostic hud (agony). The particles I just think are cool flavour, plus it's a way for silicons to show actual signs of wear and tear. ## Changelog 🆑 Tattle qol: dead cyborgs now blink yellow lights qol: damaged cyborgs have smoke particles when they've taken brute damage, and sparks for burn /🆑 --------- Co-authored-by: tattle <article.disaster@gmail.com>
54 lines
1.5 KiB
Plaintext
54 lines
1.5 KiB
Plaintext
// Fire related particles.
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/particles/bonfire
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icon = 'icons/effects/particles/bonfire.dmi'
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icon_state = "bonfire"
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width = 100
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height = 100
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count = 1000
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spawning = 4
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lifespan = 0.7 SECONDS
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fade = 1 SECONDS
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grow = -0.01
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velocity = list(0, 0)
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position = generator(GEN_CIRCLE, 0, 16, NORMAL_RAND)
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drift = generator(GEN_VECTOR, list(0, -0.2), list(0, 0.2))
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gravity = list(0, 0.95)
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scale = generator(GEN_VECTOR, list(0.3, 0.3), list(1,1), NORMAL_RAND)
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rotation = 30
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spin = generator(GEN_NUM, -20, 20)
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/particles/embers
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icon = 'icons/effects/particles/generic.dmi'
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icon_state = list("dot" = 4,"cross" = 1,"curl" = 1)
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width = 64
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height = 96
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count = 500
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spawning = 5
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lifespan = 3 SECONDS
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fade = 1 SECONDS
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color = 0
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color_change = 0.05
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gradient = list("#FBAF4D", "#FCE6B6", "#FD481C")
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position = generator(GEN_BOX, list(-12,-16,0), list(12,16,0), NORMAL_RAND)
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drift = generator(GEN_VECTOR, list(-0.1,0), list(0.1,0.025), UNIFORM_RAND)
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spin = generator(GEN_NUM, list(-15,15), NORMAL_RAND)
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scale = generator(GEN_VECTOR, list(0.5,0.5), list(2,2), NORMAL_RAND)
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/particles/embers/spark
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count = 3
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spawning = 2
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gradient = list("#FBAF4D", "#FCE6B6", "#FFFFFF")
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lifespan = 1.5 SECONDS
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fade = 1 SECONDS
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fadein = 0.1 SECONDS
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grow = -0.1
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velocity = generator(GEN_CIRCLE, 3, 3, SQUARE_RAND)
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position = generator(GEN_SPHERE, 0, 0, LINEAR_RAND)
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scale = generator(GEN_VECTOR, list(0.5, 0.5), list(1,1), NORMAL_RAND)
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drift = list(0)
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/particles/embers/spark/severe
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count = 10
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spawning = 5
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gradient = list("#FCE6B6", "#FFFFFF")
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