Files
Bubberstation/code/game/objects/effects/particles/fire.dm
tattle f2f856037e Makes cyborg damage more... showy (#85298)
## 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>
2024-08-01 20:34:57 +02:00

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// Fire related particles.
/particles/bonfire
icon = 'icons/effects/particles/bonfire.dmi'
icon_state = "bonfire"
width = 100
height = 100
count = 1000
spawning = 4
lifespan = 0.7 SECONDS
fade = 1 SECONDS
grow = -0.01
velocity = list(0, 0)
position = generator(GEN_CIRCLE, 0, 16, NORMAL_RAND)
drift = generator(GEN_VECTOR, list(0, -0.2), list(0, 0.2))
gravity = list(0, 0.95)
scale = generator(GEN_VECTOR, list(0.3, 0.3), list(1,1), NORMAL_RAND)
rotation = 30
spin = generator(GEN_NUM, -20, 20)
/particles/embers
icon = 'icons/effects/particles/generic.dmi'
icon_state = list("dot" = 4,"cross" = 1,"curl" = 1)
width = 64
height = 96
count = 500
spawning = 5
lifespan = 3 SECONDS
fade = 1 SECONDS
color = 0
color_change = 0.05
gradient = list("#FBAF4D", "#FCE6B6", "#FD481C")
position = generator(GEN_BOX, list(-12,-16,0), list(12,16,0), NORMAL_RAND)
drift = generator(GEN_VECTOR, list(-0.1,0), list(0.1,0.025), UNIFORM_RAND)
spin = generator(GEN_NUM, list(-15,15), NORMAL_RAND)
scale = generator(GEN_VECTOR, list(0.5,0.5), list(2,2), NORMAL_RAND)
/particles/embers/spark
count = 3
spawning = 2
gradient = list("#FBAF4D", "#FCE6B6", "#FFFFFF")
lifespan = 1.5 SECONDS
fade = 1 SECONDS
fadein = 0.1 SECONDS
grow = -0.1
velocity = generator(GEN_CIRCLE, 3, 3, SQUARE_RAND)
position = generator(GEN_SPHERE, 0, 0, LINEAR_RAND)
scale = generator(GEN_VECTOR, list(0.5, 0.5), list(1,1), NORMAL_RAND)
drift = list(0)
/particles/embers/spark/severe
count = 10
spawning = 5
gradient = list("#FCE6B6", "#FFFFFF")