Files
Bubberstation/code/game/objects/effects/overlays.dm
Razharas 89649091cd Merge pull request #18482 from ChangelingRain/sigilofcession
Nerfs Sigils of Transgression/Submission
2016-06-13 00:37:29 +03:00

312 lines
7.0 KiB
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/obj/effect/overlay
name = "overlay"
unacidable = 1
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
/obj/effect/overlay/singularity_act()
return
/obj/effect/overlay/singularity_pull()
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/New()
..()
spawn(10) qdel(src)
/obj/effect/overlay/temp
icon_state = "nothing"
anchored = 1
layer = ABOVE_MOB_LAYER
mouse_opacity = 0
var/duration = 10 //in deciseconds
var/randomdir = TRUE
/obj/effect/overlay/temp/Destroy()
..()
return QDEL_HINT_PUTINPOOL
/obj/effect/overlay/temp/New()
if(randomdir)
setDir(pick(cardinal))
flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
spawn(duration)
qdel(src)
/obj/effect/overlay/temp/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
/obj/effect/overlay/temp/bloodsplatter/New(loc, set_dir)
if(set_dir in diagonals)
icon_state = "splatter[pick(1, 2, 6)]"
else
icon_state = "splatter[pick(3, 4, 5)]"
..()
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
if(NORTH)
target_pixel_y = 16
if(SOUTH)
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(EAST)
target_pixel_x = 16
if(WEST)
target_pixel_x = -16
if(NORTHEAST)
target_pixel_x = 16
target_pixel_y = 16
if(NORTHWEST)
target_pixel_x = -16
target_pixel_y = 16
if(SOUTHEAST)
target_pixel_x = 16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
setDir(set_dir)
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/overlay/temp/heal/New(loc, colour)
..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
if(colour)
color = colour
/obj/effect/overlay/temp/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
pixel_x = -32
pixel_y = -32
duration = 8
/obj/effect/overlay/temp/blob
name = "blob"
icon_state = "blob_attack"
alpha = 140
randomdir = 0
duration = 6
/obj/effect/overlay/temp/guardian
randomdir = 0
/obj/effect/overlay/temp/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/overlay/temp/guardian/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/New(loc, atom/mimiced_atom)
..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
setDir(mimiced_atom.dir)
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/cult
randomdir = 0
duration = 10
/obj/effect/overlay/temp/cult/sparks
randomdir = 1
name = "blood sparks"
icon_state = "bloodsparkles"
/obj/effect/overlay/temp/cult/phase
name = "phase glow"
duration = 7
icon_state = "cultin"
/obj/effect/overlay/temp/cult/phase/New(loc, set_dir)
..()
if(set_dir)
setDir(set_dir)
/obj/effect/overlay/temp/cult/phase/out
icon_state = "cultout"
/obj/effect/overlay/temp/cult/sac
name = "maw of Nar-Sie"
icon_state = "sacconsume"
/obj/effect/overlay/temp/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/cult/door/unruned
icon_state = "unruneddoorglow"
/obj/effect/overlay/temp/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/cult/turf/open/floor
icon_state = "floorglow"
duration = 5
/obj/effect/overlay/temp/ratvar
name = "ratvar's light"
duration = 8
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/ratvar/door/window
icon_state = "ratvarwindoorglow"
/obj/effect/overlay/temp/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/overlay/temp/ratvar/beam/door
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/ratvar/beam/grille
layer = LOW_ITEM_LAYER //above grilles
/obj/effect/overlay/temp/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/overlay/temp/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/overlay/temp/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_WINDOW_LAYER //above windows
/obj/effect/overlay/temp/ratvar/grille
icon_state = "ratvargrilleglow"
layer = LOW_ITEM_LAYER //above grilles
/obj/effect/overlay/temp/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/overlay/temp/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/overlay/temp/ratvar/spearbreak
icon = 'icons/effects/64x64.dmi'
icon_state = "ratvarspearbreak"
layer = BELOW_MOB_LAYER
pixel_y = -16
pixel_x = -16
/obj/effect/overlay/temp/ratvar/sigil
name = "glowing circle"
icon = 'icons/effects/clockwork_effects.dmi'
icon_state = "sigildull"
/obj/effect/overlay/temp/ratvar/sigil/transgression
color = "#FAE48C"
layer = ABOVE_MOB_LAYER
duration = 38
/obj/effect/overlay/temp/ratvar/sigil/transgression/New()
..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 33)
/obj/effect/overlay/temp/ratvar/sigil/vitality
color = "#1E8CE1"
icon_state = "sigilactivepulse"
layer = BELOW_MOB_LAYER
/obj/effect/overlay/temp/revenant
name = "spooky lights"
icon_state = "purplesparkles"
/obj/effect/overlay/temp/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/overlay/temp/emp
name = "emp sparks"
icon_state = "empdisable"
/obj/effect/overlay/temp/emp/pulse
name = "emp pulse"
icon_state = "emp pulse"
duration = 8
randomdir = 0
/obj/effect/overlay/temp/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/gib_animation/New(loc, gib_icon)
icon_state = gib_icon
..()
/obj/effect/overlay/temp/gib_animation/ex_act(severity)
return //so the overlay isn't deleted by the explosion that gibbed the mob.
/obj/effect/overlay/temp/gib_animation/animal
icon = 'icons/mob/animal.dmi'
/obj/effect/overlay/temp/dust_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/dust_animation/New(loc, dust_icon)
icon_state = dust_icon
..()
/obj/effect/overlay/palmtree_r
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm1"
density = 1
layer = WALL_OBJ_LAYER
anchored = 1
/obj/effect/overlay/palmtree_l
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm2"
density = 1
layer = WALL_OBJ_LAYER
anchored = 1
/obj/effect/overlay/coconut
name = "Coconuts"
icon = 'icons/misc/beach.dmi'
icon_state = "coconuts"