//The effect when you wrap a dead body in gift wrap /obj/effect/spresent name = "strange present" desc = "It's a ... present?" icon = 'icons/obj/items.dmi' icon_state = "strangepresent" density = 1 anchored = 0 // this is banned, use temporary-visual - kevinz000 /obj/effect/temporary_effect name = "self deleting effect" desc = "How are you examining what which cannot be seen?" icon = 'icons/effects/effects.dmi' invisibility = 0 atom_flags = ATOM_NONWORLD var/time_to_die = 10 SECONDS // Afer which, it will delete itself. /obj/effect/temporary_effect/Initialize(mapload) . = ..() if(time_to_die) QDEL_IN(src, time_to_die) // Shown really briefly when attacking with axes. /obj/effect/temporary_effect/cleave_attack name = "cleaving attack" desc = "Something swinging really wide." icon = 'icons/effects/96x96.dmi' icon_state = "cleave" plane = MOB_PLANE layer = ABOVE_MOB_LAYER time_to_die = 6 alpha = 140 mouse_opacity = 0 pixel_x = -32 pixel_y = -32 /obj/effect/temporary_effect/cleave_attack/Initialize(mapload) // Makes the slash fade smoothly. When completely transparent it should qdel itself. . = ..() animate(src, alpha = 0, time = time_to_die - 1) // The manifestation of Zeus's might. Or just a really unlucky day. // This is purely a visual effect, this isn't the part of the code that hurts things. /obj/effect/temporary_effect/lightning_strike name = "lightning" desc = "How shocked you must be, to see this text. You must have lightning reflexes. \ The humor in this description is just so electrifying." icon = 'icons/effects/96x256.dmi' icon_state = "lightning_strike" plane = ABOVE_LIGHTING_PLANE time_to_die = 1 SECOND pixel_x = -32 /obj/effect/temporary_effect/lightning_strike/Initialize(mapload) icon_state += "[rand(1,2)]" // To have two variants of lightning sprites. animate(src, alpha = 0, time = time_to_die - 1) . = ..() //Makes a tile fully lit no matter what /obj/effect/fullbright icon = 'icons/effects/alphacolors.dmi' icon_state = "white" plane = LIGHTING_PLANE layer = LIGHTING_LAYER_MAIN blend_mode = BLEND_ADD /obj/effect/dummy/lighting_obj name = "lighting fx obj" desc = "Tell a coder if you're seeing this." icon_state = "nothing" light_color = "#FFFFFF" light_range = MINIMUM_USEFUL_LIGHT_RANGE mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration) . = ..() set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color) if(_duration) QDEL_IN(src, _duration) /obj/effect/dummy/lighting_obj/moblight name = "mob lighting fx" /obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration) . = ..() if(!ismob(loc)) return INITIALIZE_HINT_QDEL /obj/effect/mark var/mark = "" icon = 'icons/misc/mark.dmi' icon_state = "blank" anchored = TRUE layer = 99 mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/effect/beam name = "beam" density = FALSE var/def_zone pass_flags = ATOM_PASS_TABLE /obj/effect/begin name = "begin" icon = 'icons/obj/stationobjs.dmi' icon_state = "begin" anchored = TRUE /obj/effect/spawner name = "object spawner"