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