Files
Bubberstation/code/game/objects/effects/overlays.dm
ArcaneMusic b8671462a9 The Galactic Mineral Market Presents: The Spotlight Station Trait (#89136)
## About The Pull Request
### _**HEY HUSTLERS**_
Do you want to know all about the station's real GDP **_BREADWINNERS_**
this shift? Well, look no further than the all new GMM SPOTLIGHT. On
select shifts (Where the trait is rolled), the GMM SPOTLIGHT will shine
on who's HUSTLING and GRINDING the hardest so YOU CAN ~~know who has
enough money to try and mug them~~ LEARN THE SECRETS OF THE CREDIT
WHISPERS **AMONG US**.

Don't know where these legendary GRIND-O-HOLICS are this very SECOND?
Well, the GMM will UPDATE the SPOTLIGHT every 5 minutes, with their
IDENTITY MADE KNOWN to all crewmates via the station updates and
economic summary newcaster channels.

WHAT ARE YOU WAITING FOR? ALIEN JIM KRAMER??? UNLEASH THE SECRETS OF THE
HUSTLERS **TODAY**!!!

(The original idea for this station trait was given to me by
xhorian/@YesterdaysPromise a few months back, so big thanks to him for
the inspiration.)

Video of it in action:

https://discord.com/channels/326822144233439242/326831214667235328/1330408517248614432

## Why It's Good For The Game

This is, obviously, a negative station trait. On shifts where players
are working to make lots of personal profit, it can either serve as a
badge of honor, or as a target being painted on your back about who has
the most money. Still, it's somewhat flavorful, and I think it could be
interesting to have happen to a player, where suddenly a beam of light
from above ™️ suddenly appears and starts following you.

I wouldn't be against giving command some kind of control to let them
cancel the effect early by un-subscribing from their newsletter, but it
depends on how people feel about this.

## Changelog

🆑
add: Stations in your sector may start with the GMM spotlight, a massive
economic broadcast spotlight that will follow the wealthiest crewmate on
board until the next paycheck
/🆑
2025-01-30 13:15:26 +01:00

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/obj/effect/overlay
name = "overlay"
/obj/effect/overlay/singularity_act()
return
/obj/effect/overlay/singularity_pull(atom/singularity, current_size)
return
/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name = "beam"
icon = 'icons/effects/beam.dmi'
icon_state = "b_beam"
var/atom/BeamSource
/obj/effect/overlay/beam/Initialize(mapload)
. = ..()
QDEL_IN(src, 10)
/obj/effect/overlay/sparkles
gender = PLURAL
name = "sparkles"
icon = 'icons/effects/effects.dmi'
icon_state = "shieldsparkles"
anchored = TRUE
/obj/effect/overlay/thermite
name = "thermite"
desc = "Looks hot."
icon = 'icons/effects/fire.dmi'
icon_state = "medium" //what?
anchored = TRUE
plane = ABOVE_GAME_PLANE
layer = FLY_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/overlay/vis
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
vis_flags = VIS_INHERIT_DIR
///When detected to be unused it gets set to world.time, after a while it gets removed
var/unused = 0
///overlays which go unused for this amount of time get cleaned up
var/cache_expiration = 2 MINUTES
/obj/effect/overlay/atmos_excited
name = "excited group"
icon = null
icon_state = null
anchored = TRUE // should only appear in vis_contents, but to be safe
appearance_flags = RESET_TRANSFORM | TILE_BOUND
invisibility = INVISIBILITY_ABSTRACT
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
vis_flags = VIS_INHERIT_PLANE
plane = HIGH_GAME_PLANE
/// Door overlay for animating closets
/obj/effect/overlay/closet_door
anchored = TRUE
plane = FLOAT_PLANE
layer = FLOAT_LAYER
vis_flags = VIS_INHERIT_ID
appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE
/obj/effect/overlay/spotlight
icon = 'icons/effects/light_overlays/light_64.dmi'
icon_state = "spotlight"
pixel_x = -16
plane = ABOVE_GAME_PLANE
layer = FLY_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance_flags = RESET_TRANSFORM | LONG_GLIDE | PIXEL_SCALE | TILE_BOUND