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//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 <i>shocked</i> you must be, to see this text. You must have <i>lightning</i> reflexes. \
The humor in this description is just so <i>electrifying</i>."
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"