Files
Bubberstation/code/game/objects/effects/temporary_visuals/clockcult.dm
Ashe Higgs b7e7779c19 (Ready) Clockwork Cult Rework: Proof-of-concept (#29741)
* Starting on the rework

* Reworks the Ark

* Work on Reebe

* More Ark stuff

* this too

* Removes ark silliness, remaps Reebe a tad

* Spawning mechanics

* Work on gamemode code

* Finishes up ark stuff

* Removes Judgement, and lots of other changes

* New Ark activation sounds, Ratvar text

* Spawn protection!

* Adds the abscondence bijou

* Bijou stuff

* well, this is it

* somewhat absentminded coder

* Remaps the Reebe z

* replica fabricators now work!

* Guide paper!

* Now they're clockwork floors

* Infirmary, tweaks, numbers

* A new thing!

* this is ok for now

* I was gonna whine but it's actually necessary

* Adds damage scaling to ocular wardens

* I missed a thing

* you can go back too

* New clockwork armor sprites

* Weapons, scripture, oh my!

* no! shoo!

* hey, I forgot about you!

* this looks much better, I'll give you that

* no teleporting into the void!

* we have no need of you anymore

* Conflicteroos

* AUTOMATIC SPINNING CHAIRS

* how many times do we have to teach you this LESSON OLD MAN

* flagged!

* last time, meesa promise

* Conflicts 1

* wood filling

* Kindle is a projectile, and other stuff

* Chameleon jumpsuit, some small changes

* 150 hours of testing

* Curious is the trapmaker's art

* Conflicts 1

* naaah

* Fixes an ark sound

* Removes the prolonging prism

* Adds a delay to warping in

* First steps towards changing the power system

* Removes power from sigils, moves to global

* Conflicts 1

* zoom zoom

* Adds the stargazer, re-adds conversion

* conflicts? more like CLOCK-flicts

* get it? clockflicts?

* Daemon tuning

* Scraps components, 1/?

* A grace period, among other things

* You can't get to reebe from space no stop bad

* Adds some cogscarab shells to Reebe - yes, I get the sounds

* FUCK

* Chairs are very important.

* Clock golems, sound improvement, intercoms

* Sounds, floor fixes, conflicts

* Fixes the conflicts

* Prevents intercom use during non-clock rounds

* Wiki, HUD timer, tweaks, golems

* Components, removes unused structures, rep. fab power

* go-time

* Ending the round is not a good idea

* whoops, forgot about you

* ssh is ok

* this works too
2017-09-27 09:21:26 +13:00

256 lines
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//temporary visual effects(/obj/effect/temp_visual) used by clockcult stuff
/obj/effect/temp_visual/ratvar
name = "ratvar's light"
icon = 'icons/effects/clockwork_effects.dmi'
duration = 8
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/temp_visual/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/temp_visual/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/temp_visual/ratvar/beam/door
layer = CLOSED_DOOR_LAYER
/obj/effect/temp_visual/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/temp_visual/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/temp_visual/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/temp_visual/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/temp_visual/ratvar/belligerent
layer = ABOVE_MOB_LAYER
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
pixel_y = 20
duration = 20
/obj/effect/temp_visual/ratvar/belligerent_cast/Initialize()
. = ..()
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/mending_mantra
layer = ABOVE_MOB_LAYER
duration = 20
alpha = 200
icon_state = "mending_mantra"
light_range = 1.5
light_color = "#1E8CE1"
/obj/effect/temp_visual/ratvar/mending_mantra/Initialize(mapload)
. = ..()
transform = matrix()*2
var/matrix/M = transform
M.Turn(90)
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/temp_visual/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
icon_state = "warden_gaze"
duration = 3
/obj/effect/temp_visual/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/prolonging_prism
icon = 'icons/effects/64x64.dmi'
icon_state = "prismhex1"
layer = RIPPLE_LAYER
pixel_y = -16
pixel_x = -16
duration = 30
/obj/effect/temp_visual/ratvar/prolonging_prism/Initialize(mapload, set_appearance)
. = ..()
if(set_appearance)
appearance = set_appearance
animate(src, alpha = 0, time = duration, easing = BOUNCE_EASING)
/obj/effect/temp_visual/ratvar/spearbreak
icon = 'icons/effects/64x64.dmi'
icon_state = "ratvarspearbreak"
layer = BELOW_MOB_LAYER
pixel_y = -16
pixel_x = -16
/obj/effect/temp_visual/ratvar/geis_binding
icon_state = "geisbinding"
/obj/effect/temp_visual/ratvar/geis_binding/top
icon_state = "geisbinding_top"
/obj/effect/temp_visual/ratvar/component
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
layer = ABOVE_MOB_LAYER
duration = 10
/obj/effect/temp_visual/ratvar/component/Initialize()
. = ..()
transform = matrix()*0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 10, easing = EASE_OUT)
/obj/effect/temp_visual/ratvar/component/cogwheel
icon_state = "vanguard_cogwheel"
/obj/effect/temp_visual/ratvar/component/capacitor
icon_state = "geis_capacitor"
/obj/effect/temp_visual/ratvar/component/alloy
icon_state = "replicant_alloy"
/obj/effect/temp_visual/ratvar/component/ansible
icon_state = "hierophant_ansible"
/obj/effect/temp_visual/ratvar/sigil
name = "glowing circle"
icon_state = "sigildull"
/obj/effect/temp_visual/ratvar/sigil/transgression
color = "#FAE48C"
layer = ABOVE_MOB_LAYER
duration = 70
light_range = 5
light_power = 2
light_color = "#FAE48C"
/obj/effect/temp_visual/ratvar/sigil/transgression/Initialize()
. = ..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 65)
/obj/effect/temp_visual/ratvar/sigil/transmission
color = "#EC8A2D"
layer = ABOVE_MOB_LAYER
duration = 20
light_range = 3
light_power = 1
light_color = "#EC8A2D"
/obj/effect/temp_visual/ratvar/sigil/transmission/Initialize(mapload, transform_multiplier)
. = ..()
var/oldtransform = transform
transform = matrix()*transform_multiplier
animate(src, transform = oldtransform, alpha = 0, time = 20)
/obj/effect/temp_visual/ratvar/sigil/vitality
color = "#1E8CE1"
icon_state = "sigilactivepulse"
layer = ABOVE_MOB_LAYER
light_range = 1.4
light_power = 0.5
light_color = "#1E8CE1"
/obj/effect/temp_visual/ratvar/sigil/submission
color = "#AF0AAF"
layer = ABOVE_MOB_LAYER
duration = 80
icon_state = "sigilactiveoverlay"
alpha = 0
/obj/effect/temp_visual/steam
name = "steam"
desc = "Steam! It's hot. It also serves as a game distribution platform."
icon_state = "smoke"
duration = 15
/obj/effect/temp_visual/steam/Initialize(mapload, steam_direction)
. = ..()
setDir(steam_direction)
var/x_offset = 0
var/y_offset = 0
switch(dir)
if(NORTH)
y_offset = 8
if(EAST)
x_offset = 4
y_offset = 4
if(SOUTH)
y_offset = 2
if(WEST)
x_offset = -4
y_offset = 4
animate(src, pixel_x = x_offset, pixel_y = y_offset, alpha = 50, time = 15)
/obj/effect/temp_visual/steam_release
name = "all the steam"
/obj/effect/temp_visual/steam_release/Initialize()
..()
for(var/V in GLOB.cardinals)
var/turf/T = get_step(src, V)
new/obj/effect/temp_visual/steam(T, V)
return INITIALIZE_HINT_QDEL
//Foreshadows a servant warping in.
/obj/effect/temp_visual/ratvar/warp_marker
name = "illuminant marker"
desc = "A silhouette of dim light. It's getting brighter!"
resistance_flags = INDESTRUCTIBLE
icon = 'icons/effects/genetics.dmi'
icon_state = "servitude"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
alpha = 0
light_color = "#FFE48E"
light_range = 2
light_power = 0.7
duration = 55
/obj/effect/temp_visual/ratvar/warp_marker/Initialize(mapload, mob/living/servant)
. = ..()
animate(src, alpha = 255, time = 50)