Files
Bubberstation/code/game/objects/effects/temporary_visuals/miscellaneous.dm
Joan Lung 91022c6f29 The kinetic crusher can now gain bonus effects via trophies gained by killing bosses with it (#27728)
🆑 Joan
rscadd: The kinetic crusher can now gain bonus effects via trophy items gained by killing bosses with it.
rscadd: Yes, you do have to kill the boss primarily doing damage via the kinetic crusher, or you won't get the trophy item and the bonus effect it grants.
/🆑

The effects are relatively minor;
The dragon trophy makes mark detonation do 5 damage to and push back every other mob within 2 tiles of you.
The bubblegum trophy makes melee hits do 2 more damage and heal you for 1. This effect is increased by 500% during mark detonation, so it does 10 and heals for 5 on mark det.
The colossus trophy causes your next destabilizing force after detonating a mark to do 15 damage but move slower.
The hierophant trophy creates a 1x3 temporary(7.5 second duration) indestructible wall on your turf on mark detonation. You, your projectiles, and things you're pulling can pass this wall.
2017-05-28 13:53:59 +12:00

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//unsorted miscellaneous temporary visuals
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
icon_state = "[splatter_type][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
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
/obj/effect/temp_visual/dir_setting/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/temp_visual/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
duration = 2
/obj/effect/temp_visual/dir_setting/firing_effect/setDir(newdir)
switch(newdir)
if(NORTH)
layer = BELOW_MOB_LAYER
pixel_x = rand(-3,3)
pixel_y = rand(4,6)
if(SOUTH)
pixel_x = rand(-3,3)
pixel_y = rand(-1,1)
else
pixel_x = rand(-1,1)
pixel_y = rand(-1,1)
..()
/obj/effect/temp_visual/dir_setting/firing_effect/energy
icon_state = "firing_effect_energy"
duration = 3
/obj/effect/temp_visual/dir_setting/firing_effect/magic
icon_state = "shieldsparkles"
duration = 3
/obj/effect/temp_visual/dir_setting/ninja
name = "ninja shadow"
icon = 'icons/mob/mob.dmi'
icon_state = "uncloak"
duration = 9
/obj/effect/temp_visual/dir_setting/ninja/cloak
icon_state = "cloak"
/obj/effect/temp_visual/dir_setting/ninja/shadow
icon_state = "shadow"
/obj/effect/temp_visual/dir_setting/ninja/phase
name = "ninja energy"
icon_state = "phasein"
/obj/effect/temp_visual/dir_setting/ninja/phase/out
icon_state = "phaseout"
/obj/effect/temp_visual/dir_setting/wraith
name = "blood"
icon = 'icons/mob/mob.dmi'
icon_state = "phase_shift2"
duration = 12
/obj/effect/temp_visual/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/temp_visual/dir_setting/tailsweep
icon_state = "tailsweep"
duration = 4
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
icon_state = "reappear"
duration = 5
/obj/effect/temp_visual/wizard/out
icon_state = "liquify"
duration = 12
/obj/effect/temp_visual/monkeyify
icon = 'icons/mob/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/temp_visual/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/temp_visual/borgflash
icon = 'icons/mob/mob.dmi'
icon_state = "blspell"
duration = 5
/obj/effect/temp_visual/guardian
randomdir = 0
/obj/effect/temp_visual/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/temp_visual/guardian/phase/out
icon_state = "phaseout"
/obj/effect/temp_visual/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/temp_visual/decoy/Initialize(mapload, atom/mimiced_atom)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
setDir(mimiced_atom.dir)
mouse_opacity = 0
/obj/effect/temp_visual/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/temp_visual/decoy/fading/fivesecond
duration = 50
/obj/effect/temp_visual/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/temp_visual/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
light_range = 3
light_color = LIGHT_COLOR_FIRE
duration = 10
/obj/effect/temp_visual/revenant
name = "spooky lights"
icon_state = "purplesparkles"
/obj/effect/temp_visual/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/temp_visual/gravpush
name = "gravity wave"
icon_state = "shieldsparkles"
duration = 5
/obj/effect/temp_visual/telekinesis
name = "telekinetic force"
icon_state = "empdisable"
duration = 5
/obj/effect/temp_visual/emp
name = "emp sparks"
icon_state = "empdisable"
/obj/effect/temp_visual/emp/pulse
name = "emp pulse"
icon_state = "emppulse"
duration = 8
randomdir = 0
/obj/effect/temp_visual/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/temp_visual/gib_animation/Initialize(mapload, gib_icon)
icon_state = gib_icon // Needs to be before ..() so icon is correct
. = ..()
/obj/effect/temp_visual/gib_animation/animal
icon = 'icons/mob/animal.dmi'
/obj/effect/temp_visual/dust_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/temp_visual/dust_animation/Initialize(mapload, dust_icon)
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
. = ..()
/obj/effect/temp_visual/mummy_animation
icon = 'icons/mob/mob.dmi'
icon_state = "mummy_revive"
duration = 20
/obj/effect/temp_visual/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/temp_visual/heal/Initialize(mapload, set_color)
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/temp_visual/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
pixel_x = -32
pixel_y = -32
duration = 8
/obj/effect/temp_visual/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/temp_visual/blob
name = "blob"
icon_state = "blob_attack"
alpha = 140
randomdir = 0
duration = 6
/obj/effect/temp_visual/impact_effect
icon_state = "impact_bullet"
duration = 5
/obj/effect/temp_visual/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
if(target == P.original) //the projectile hit the target originally clicked
pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
else
pixel_x = target.pixel_x + rand(-4,4)
pixel_y = target.pixel_y + rand(-4,4)
. = ..()
/obj/effect/temp_visual/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/temp_visual/impact_effect/red_laser/wall
icon_state = "impact_laser_wall"
duration = 10
/obj/effect/temp_visual/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/temp_visual/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/temp_visual/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
/obj/effect/temp_visual/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
icon_state = "heart"
duration = 25
/obj/effect/temp_visual/heart/Initialize(mapload)
. = ..()
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)