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Adds framework for cult constructs having the ability to make runes (#27266)
This commit is contained in:
9
code/__DEFINES/cult.dm
Normal file
9
code/__DEFINES/cult.dm
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@@ -0,0 +1,9 @@
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//rune colors, for easy reference
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#define RUNE_COLOR_TALISMAN "#0000FF"
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#define RUNE_COLOR_TELEPORT "#551A8B"
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#define RUNE_COLOR_OFFER "#FFFFFF"
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#define RUNE_COLOR_DARKRED "#7D1717"
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#define RUNE_COLOR_MEDIUMRED "#C80000"
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#define RUNE_COLOR_RED "#FF0000"
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#define RUNE_COLOR_EMP "#4D94FF"
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#define RUNE_COLOR_SUMMON "#00FF00"
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@@ -177,7 +177,7 @@ Proc for attack log creation, because really why not
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if(target && isliving(target))
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living_target = target
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var/hp =" "
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if(living_target)
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hp = "(NEWHP: [living_target.health])"
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@@ -255,6 +255,20 @@ Proc for attack log creation, because really why not
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qdel(progbar)
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//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
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/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
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if(check_clicks && next_move > world.time)
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return FALSE
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return TRUE
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//pass a list in the format list("health" = mob's health var) to check health during this
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/mob/living/break_do_after_checks(list/checked_health, check_clicks)
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if(islist(checked_health))
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if(health < checked_health["health"])
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return FALSE
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checked_health["health"] = health
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return ..()
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/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
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if(!user)
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return 0
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@@ -214,7 +214,7 @@
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands)
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. = list()
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if(!isinhands && current_charges)
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. += mutable_appearance('icons/effects/effects.dmi', "shield-cult", MOB_LAYER + 0.01)
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. += mutable_appearance('icons/effects/cult_effects.dmi', "shield-cult", MOB_LAYER + 0.01)
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/obj/item/clothing/suit/hooded/cultrobes/berserker
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name = "flagellant's robes"
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70
code/game/gamemodes/cult/rune_spawn_action.dm
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70
code/game/gamemodes/cult/rune_spawn_action.dm
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@@ -0,0 +1,70 @@
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//after a delay, creates a rune below you. for constructs creating runes.
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/datum/action/innate/cult/create_rune
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background_icon_state = "bg_cult"
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var/obj/effect/rune/rune_type
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var/cooldown = 0
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var/base_cooldown = 900
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var/scribe_time = 100
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var/damage_interrupt = TRUE
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var/action_interrupt = TRUE
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var/obj/effect/overlay/temp/cult/rune_spawn/rune_word_type
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var/obj/effect/overlay/temp/cult/rune_spawn/rune_innerring_type
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var/obj/effect/overlay/temp/cult/rune_spawn/rune_center_type
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var/rune_color
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/datum/action/innate/cult/create_rune/IsAvailable()
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if(!rune_type || cooldown > world.time)
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return FALSE
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return ..()
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/datum/action/innate/cult/create_rune/Activate()
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var/chosen_keyword
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if(!isturf(owner.loc))
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to_chat(owner, "<span class='warning>You need more space to scribe a rune!</span>")
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return
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if(initial(rune_type.req_keyword))
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chosen_keyword = stripped_input(owner, "Enter a keyword for the new rune.", "Words of Power")
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if(!chosen_keyword)
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return
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//the outer ring is always the same across all runes
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var/obj/effect/overlay/temp/cult/rune_spawn/R1 = new(owner.loc, scribe_time, rune_color)
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//the rest are not always the same, so we need types for em
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var/obj/effect/overlay/temp/cult/rune_spawn/R2
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if(rune_word_type)
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R2 = new rune_word_type(owner.loc, scribe_time, rune_color)
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var/obj/effect/overlay/temp/cult/rune_spawn/R3
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if(rune_innerring_type)
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R3 = new rune_innerring_type(owner.loc, scribe_time, rune_color)
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var/obj/effect/overlay/temp/cult/rune_spawn/R4
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if(rune_center_type)
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R4 = new rune_center_type(owner.loc, scribe_time, rune_color)
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cooldown = base_cooldown + world.time
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owner.update_action_buttons_icon()
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addtimer(CALLBACK(owner, /mob.proc/update_action_buttons_icon), base_cooldown)
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var/list/health
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if(damage_interrupt && isliving(owner))
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var/mob/living/L = owner
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health = list("health" = L.health)
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if(do_after(owner, scribe_time, target = owner, extra_checks = CALLBACK(owner, /mob.proc/break_do_after_checks, health, action_interrupt)))
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var/obj/effect/rune/new_rune = new rune_type(owner.loc)
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new_rune.keyword = chosen_keyword
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else
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qdel(R1)
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if(R2)
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qdel(R2)
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if(R3)
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qdel(R3)
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if(R4)
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qdel(R4)
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cooldown = 0
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owner.update_action_buttons_icon()
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//teleport rune
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/datum/action/innate/cult/create_rune/tele
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button_icon_state = "telerune"
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rune_type = /obj/effect/rune/teleport
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rune_word_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2
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rune_innerring_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
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rune_center_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/center
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rune_color = RUNE_COLOR_TELEPORT
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@@ -24,7 +24,7 @@ To draw a rune, use an arcane tome.
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icon_state = "1"
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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layer = LOW_OBJ_LAYER
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color = "#FF0000"
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color = RUNE_COLOR_RED
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var/invocation = "Aiy ele-mayo!" //This is said by cultists when the rune is invoked.
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var/req_cultists = 1 //The amount of cultists required around the rune to invoke it. If only 1, any cultist can invoke it.
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@@ -191,7 +191,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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cultist_desc = "transforms paper into powerful magic talismans."
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invocation = "H'drak v'loso, mir'kanas verbot!"
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icon_state = "3"
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color = "#0000FF"
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color = RUNE_COLOR_TALISMAN
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/obj/effect/rune/imbue/invoke(var/list/invokers)
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var/mob/living/user = invokers[1] //the first invoker is always the user
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@@ -246,7 +246,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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cultist_desc = "warps everything above it to another chosen teleport rune."
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invocation = "Sas'so c'arta forbici!"
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icon_state = "2"
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color = "#551A8B"
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color = RUNE_COLOR_TELEPORT
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req_keyword = TRUE
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var/listkey
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@@ -322,7 +322,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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req_cultists_text = "2 for conversion, 3 for living sacrifices and sacrifice targets."
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invocation = "Mah'weyh pleggh at e'ntrath!"
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icon_state = "3"
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color = "#FFFFFF"
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color = RUNE_COLOR_OFFER
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req_cultists = 1
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allow_excess_invokers = TRUE
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rune_in_use = FALSE
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@@ -345,7 +345,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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rune_in_use = TRUE
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visible_message("<span class='warning'>[src] pulses blood red!</span>")
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var/oldcolor = color
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color = "#7D1717"
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color = RUNE_COLOR_DARKRED
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var/mob/living/L = pick(myriad_targets)
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var/is_clock = is_servant_of_ratvar(L)
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var/is_convertable = is_convertable_to_cult(L)
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@@ -442,7 +442,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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invocation = "TOK-LYR RQA-NAP G'OLT-ULOFT!!"
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req_cultists = 9
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icon = 'icons/effects/96x96.dmi'
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color = "#7D1717"
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color = RUNE_COLOR_DARKRED
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icon_state = "rune_large"
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pixel_x = -32 //So the big ol' 96x96 sprite shows up right
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pixel_y = -32
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@@ -478,12 +478,10 @@ structure_check() searches for nearby cultist structures required for the invoca
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send_to_playing_players('sound/effects/dimensional_rend.ogg')
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var/turf/T = get_turf(src)
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sleep(40)
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SSticker.mode.eldergod = FALSE
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if(src)
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color = "#FF0000"
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deltimer(GLOB.blood_target_reset_timer)
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new /obj/singularity/narsie/large/cult(T) //Causes Nar-Sie to spawn and makes it the blood target even if the rune has been removed
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color = RUNE_COLOR_RED
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SSticker.mode.eldergod = FALSE
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new /obj/singularity/narsie/large/cult(T) //Causes Nar-Sie to spawn even if the rune has been removed
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/obj/effect/rune/narsie/attackby(obj/I, mob/user, params) //Since the narsie rune takes a long time to make, add logging to removal.
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if((istype(I, /obj/item/weapon/tome) && iscultist(user)))
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@@ -504,7 +502,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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cultist_desc = "requires the corpse of a cultist placed upon the rune. Provided there have been sufficient sacrifices, they will be revived."
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invocation = "Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!" //Depends on the name of the user - see below
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icon_state = "1"
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color = "#C80000"
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color = RUNE_COLOR_MEDIUMRED
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var/static/revives_used = 0
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/obj/effect/rune/raise_dead/examine(mob/user)
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@@ -595,7 +593,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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invocation = "Ta'gh fara'qha fel d'amar det!"
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icon_state = "5"
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allow_excess_invokers = 1
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color = "#4D94FF"
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color = RUNE_COLOR_EMP
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/obj/effect/rune/emp/invoke(var/list/invokers)
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var/turf/E = get_turf(src)
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@@ -625,7 +623,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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cultist_desc = "severs the link between one's spirit and body. This effect is taxing and one's physical body will take damage while this is active."
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invocation = "Fwe'sh mah erl nyag r'ya!"
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icon_state = "7"
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color = "#7D1717"
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color = RUNE_COLOR_DARKRED
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rune_in_use = 0 //One at a time, please!
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construct_invoke = 0
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var/mob/living/affecting = null
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@@ -651,9 +649,9 @@ structure_check() searches for nearby cultist structures required for the invoca
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var/mob/living/user = invokers[1]
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..()
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var/turf/T = get_turf(src)
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rune_in_use = 1
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rune_in_use = TRUE
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affecting = user
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user.color = "#7D1717"
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user.add_atom_colour(RUNE_COLOR_DARKRED, ADMIN_COLOUR_PRIORITY)
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user.visible_message("<span class='warning'>[user] freezes statue-still, glowing an unearthly red.</span>", \
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"<span class='cult'>You see what lies beyond. All is revealed. While this is a wondrous experience, your physical form will waste away in this state. Hurry...</span>")
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user.ghostize(1)
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@@ -661,7 +659,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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if(!affecting)
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visible_message("<span class='warning'>[src] pulses gently before falling dark.</span>")
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affecting = null //In case it's assigned to a number or something
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rune_in_use = 0
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rune_in_use = FALSE
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return
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affecting.apply_damage(0.1, BRUTE)
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if(!(user in T))
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@@ -671,9 +669,9 @@ structure_check() searches for nearby cultist structures required for the invoca
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if(user.key)
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user.visible_message("<span class='warning'>[user] slowly relaxes, the glow around [user.p_them()] dimming.</span>", \
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"<span class='danger'>You are re-united with your physical form. [src] releases its hold over you.</span>")
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user.color = initial(user.color)
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user.remove_atom_colour(ADMIN_COLOUR_PRIORITY, RUNE_COLOR_DARKRED)
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user.Weaken(3)
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rune_in_use = 0
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rune_in_use = FALSE
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affecting = null
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return
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if(user.stat == UNCONSCIOUS)
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@@ -681,14 +679,14 @@ structure_check() searches for nearby cultist structures required for the invoca
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var/mob/dead/observer/G = user.get_ghost()
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to_chat(G, "<span class='cultitalic'>You feel the link between you and your body weakening... you must hurry!</span>")
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if(user.stat == DEAD)
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user.color = initial(user.color)
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rune_in_use = 0
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user.remove_atom_colour(ADMIN_COLOUR_PRIORITY, RUNE_COLOR_DARKRED)
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rune_in_use = FALSE
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affecting = null
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var/mob/dead/observer/G = user.get_ghost()
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to_chat(G, "<span class='cultitalic'><b>You suddenly feel your physical form pass on. [src]'s exertion has killed you!</b></span>")
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return
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sleep(1)
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rune_in_use = 0
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rune_in_use = FALSE
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//Rite of the Corporeal Shield: When invoked, becomes solid and cannot be passed. Invoke again to undo.
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/obj/effect/rune/wall
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@@ -696,7 +694,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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cultist_desc = "when invoked, makes a temporary invisible wall to block passage. Can be invoked again to reverse this."
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invocation = "Khari'd! Eske'te tannin!"
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icon_state = "1"
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color = "#C80000"
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color = RUNE_COLOR_MEDIUMRED
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CanAtmosPass = ATMOS_PASS_DENSITY
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var/density_timer
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var/recharging = FALSE
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@@ -755,7 +753,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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/obj/effect/rune/wall/proc/recharge()
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recharging = FALSE
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add_atom_colour("#C80000", FIXED_COLOUR_PRIORITY)
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add_atom_colour(RUNE_COLOR_MEDIUMRED, FIXED_COLOUR_PRIORITY)
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/obj/effect/rune/wall/proc/update_state()
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deltimer(density_timer)
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@@ -766,10 +764,10 @@ structure_check() searches for nearby cultist structures required for the invoca
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shimmer.alpha = 60
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shimmer.color = "#701414"
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add_overlay(shimmer)
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add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY)
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add_atom_colour(RUNE_COLOR_RED, FIXED_COLOUR_PRIORITY)
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else
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cut_overlays()
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add_atom_colour("#C80000", FIXED_COLOUR_PRIORITY)
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add_atom_colour(RUNE_COLOR_MEDIUMRED, FIXED_COLOUR_PRIORITY)
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//Rite of Joined Souls: Summons a single cultist.
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/obj/effect/rune/summon
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@@ -779,7 +777,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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req_cultists = 2
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allow_excess_invokers = 1
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icon_state = "5"
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color = "#00FF00"
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color = RUNE_COLOR_SUMMON
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/obj/effect/rune/summon/invoke(var/list/invokers)
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var/mob/living/user = invokers[1]
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@@ -824,7 +822,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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cultist_desc = "boils the blood of non-believers who can see the rune, rapidly dealing extreme amounts of damage. Requires 3 invokers."
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invocation = "Dedo ol'btoh!"
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icon_state = "4"
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color = "#C80000"
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color = RUNE_COLOR_MEDIUMRED
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light_color = LIGHT_COLOR_LAVA
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req_cultists = 3
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construct_invoke = 0
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@@ -891,7 +889,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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invocation = "Gal'h'rfikk harfrandid mud'gib!" //how the fuck do you pronounce this
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icon_state = "6"
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construct_invoke = 0
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color = "#C80000"
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color = RUNE_COLOR_MEDIUMRED
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var/ghost_limit = 5
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var/ghosts = 0
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@@ -49,7 +49,7 @@
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/obj/item/weapon/paper/talisman/teleport
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cultist_name = "Talisman of Teleportation"
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cultist_desc = "A single-use talisman that will teleport a user to a random rune of the same keyword."
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color = "#551A8B" // purple
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color = RUNE_COLOR_TELEPORT
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invocation = "Sas'so c'arta forbici!"
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health_cost = 5
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creation_time = 80
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@@ -18,620 +18,6 @@
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..()
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QDEL_IN(src, 10)
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/obj/effect/overlay/temp
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icon_state = "nothing"
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anchored = 1
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layer = ABOVE_MOB_LAYER
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mouse_opacity = 0
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var/duration = 10 //in deciseconds
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var/randomdir = TRUE
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var/timerid
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/obj/effect/overlay/temp/Destroy()
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. = ..()
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deltimer(timerid)
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/obj/effect/overlay/temp/Initialize()
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. = ..()
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if(randomdir)
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setDir(pick(GLOB.cardinal))
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timerid = QDEL_IN(src, duration)
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/obj/effect/overlay/temp/ex_act()
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return
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/obj/effect/overlay/temp/dir_setting
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randomdir = FALSE
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/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
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if(set_dir)
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setDir(set_dir)
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. = ..()
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/obj/effect/overlay/temp/dir_setting/bloodsplatter
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icon = 'icons/effects/blood.dmi'
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duration = 5
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randomdir = FALSE
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layer = BELOW_MOB_LAYER
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var/splatter_type = "splatter"
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/dir_setting/bloodsplatter/xenosplatter
|
||||
splatter_type = "xsplatter"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/speedbike_trail
|
||||
name = "speedbike trails"
|
||||
icon_state = "ion_fade"
|
||||
layer = BELOW_MOB_LAYER
|
||||
duration = 10
|
||||
randomdir = 0
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/firing_effect
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "firing_effect"
|
||||
duration = 2
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/dir_setting/firing_effect/energy
|
||||
icon_state = "firing_effect_energy"
|
||||
duration = 3
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/firing_effect/magic
|
||||
icon_state = "shieldsparkles"
|
||||
duration = 3
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja
|
||||
name = "ninja shadow"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "uncloak"
|
||||
duration = 9
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/cloak
|
||||
icon_state = "cloak"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/shadow
|
||||
icon_state = "shadow"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/phase
|
||||
name = "ninja energy"
|
||||
icon_state = "phasein"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/phase/out
|
||||
icon_state = "phaseout"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/wraith
|
||||
name = "blood"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "phase_shift2"
|
||||
duration = 12
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/wraith/out
|
||||
icon_state = "phase_shift"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/tailsweep
|
||||
icon_state = "tailsweep"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/wizard
|
||||
name = "water"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "reappear"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/wizard/out
|
||||
icon_state = "liquify"
|
||||
duration = 12
|
||||
|
||||
/obj/effect/overlay/temp/monkeyify
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "h2monkey"
|
||||
duration = 22
|
||||
|
||||
/obj/effect/overlay/temp/monkeyify/humanify
|
||||
icon_state = "monkey2h"
|
||||
|
||||
/obj/effect/overlay/temp/borgflash
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "blspell"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/guardian
|
||||
randomdir = 0
|
||||
|
||||
/obj/effect/overlay/temp/guardian/phase
|
||||
duration = 5
|
||||
icon_state = "phasein"
|
||||
|
||||
/obj/effect/overlay/temp/guardian/phase/out
|
||||
icon_state = "phaseout"
|
||||
|
||||
/obj/effect/overlay/temp/decoy
|
||||
desc = "It's a decoy!"
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
|
||||
. = ..()
|
||||
animate(src, alpha = 0, time = duration)
|
||||
|
||||
/obj/effect/overlay/temp/decoy/fading/fivesecond
|
||||
duration = 50
|
||||
|
||||
/obj/effect/overlay/temp/small_smoke
|
||||
icon_state = "smoke"
|
||||
duration = 50
|
||||
|
||||
/obj/effect/overlay/temp/fire
|
||||
icon = 'icons/effects/fire.dmi'
|
||||
icon_state = "3"
|
||||
duration = 20
|
||||
|
||||
/obj/effect/overlay/temp/cult
|
||||
randomdir = 0
|
||||
duration = 10
|
||||
|
||||
/obj/effect/overlay/temp/cult/sparks
|
||||
randomdir = 1
|
||||
name = "blood sparks"
|
||||
icon_state = "bloodsparkles"
|
||||
|
||||
/obj/effect/overlay/temp/cult/blood // The traditional teleport
|
||||
name = "blood jaunt"
|
||||
duration = 12
|
||||
icon_state = "bloodin"
|
||||
|
||||
/obj/effect/overlay/temp/cult/blood/out
|
||||
icon_state = "bloodout"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/cult/phase // The veil shifter teleport
|
||||
name = "phase glow"
|
||||
duration = 7
|
||||
icon_state = "cultin"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/cult/phase/out
|
||||
icon_state = "cultout"
|
||||
|
||||
/obj/effect/overlay/temp/cult/sac
|
||||
name = "maw of Nar-Sie"
|
||||
icon_state = "sacconsume"
|
||||
|
||||
/obj/effect/overlay/temp/cult/door
|
||||
name = "unholy glow"
|
||||
icon_state = "doorglow"
|
||||
layer = CLOSED_FIREDOOR_LAYER //above closed doors
|
||||
|
||||
/obj/effect/overlay/temp/cult/door/unruned
|
||||
icon_state = "unruneddoorglow"
|
||||
|
||||
/obj/effect/overlay/temp/cult/turf
|
||||
name = "unholy glow"
|
||||
icon_state = "wallglow"
|
||||
layer = ABOVE_NORMAL_TURF_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/cult/turf/floor
|
||||
icon_state = "floorglow"
|
||||
duration = 5
|
||||
|
||||
|
||||
/obj/effect/overlay/temp/ratvar
|
||||
name = "ratvar's light"
|
||||
icon = 'icons/effects/clockwork_effects.dmi'
|
||||
duration = 8
|
||||
randomdir = 0
|
||||
layer = ABOVE_NORMAL_TURF_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/door
|
||||
icon_state = "ratvardoorglow"
|
||||
layer = CLOSED_DOOR_LAYER //above closed doors
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/door/window
|
||||
icon_state = "ratvarwindoorglow"
|
||||
layer = ABOVE_WINDOW_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam
|
||||
icon_state = "ratvarbeamglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/door
|
||||
layer = CLOSED_DOOR_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/grille
|
||||
layer = BELOW_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/itemconsume
|
||||
layer = HIGH_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/falsewall
|
||||
layer = OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/catwalk
|
||||
layer = LATTICE_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/wall
|
||||
icon_state = "ratvarwallglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/wall/false
|
||||
layer = OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/floor
|
||||
icon_state = "ratvarfloorglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/floor/catwalk
|
||||
layer = LATTICE_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/window
|
||||
icon_state = "ratvarwindowglow"
|
||||
layer = ABOVE_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/window/single
|
||||
icon_state = "ratvarwindowglow_s"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/gear
|
||||
icon_state = "ratvargearglow"
|
||||
layer = BELOW_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/grille
|
||||
icon_state = "ratvargrilleglow"
|
||||
layer = BELOW_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/grille/broken
|
||||
icon_state = "ratvarbrokengrilleglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/mending_mantra
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 20
|
||||
alpha = 200
|
||||
icon_state = "mending_mantra"
|
||||
light_range = 1.5
|
||||
light_color = "#1E8CE1"
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/ratvar/volt_hit
|
||||
name = "volt blast"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 5
|
||||
icon_state = "volt_hit"
|
||||
light_range = 1.5
|
||||
light_power = 2
|
||||
light_color = LIGHT_COLOR_ORANGE
|
||||
var/mob/user
|
||||
var/damage = 20
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
|
||||
if(multiplier)
|
||||
damage *= multiplier
|
||||
duration = max(round(damage * 0.2), 1)
|
||||
. = ..()
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
|
||||
. = ..()
|
||||
user = caster
|
||||
if(user)
|
||||
var/matrix/M = new
|
||||
M.Turn(Get_Angle(src, user))
|
||||
transform = M
|
||||
INVOKE_ASYNC(src, .proc/volthit)
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/volt_hit/proc/volthit()
|
||||
if(user)
|
||||
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
|
||||
var/hit_amount = 0
|
||||
var/turf/T = get_turf(src)
|
||||
for(var/mob/living/L in T)
|
||||
if(is_servant_of_ratvar(L))
|
||||
continue
|
||||
var/obj/item/I = L.null_rod_check()
|
||||
if(I)
|
||||
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
|
||||
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
|
||||
continue
|
||||
L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
|
||||
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
|
||||
add_logs(user, L, "struck with a volt blast")
|
||||
hit_amount++
|
||||
for(var/obj/mecha/M in T)
|
||||
if(M.occupant)
|
||||
if(is_servant_of_ratvar(M.occupant))
|
||||
continue
|
||||
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
|
||||
M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
|
||||
M.take_damage(damage, BURN, 0, 0)
|
||||
hit_amount++
|
||||
if(hit_amount)
|
||||
playsound(src, 'sound/machines/defib_zap.ogg', damage*hit_amount, 1, -1)
|
||||
else
|
||||
playsound(src, "sparks", 50, 1)
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/ocular_warden
|
||||
name = "warden's gaze"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
icon_state = "warden_gaze"
|
||||
duration = 3
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
|
||||
. = ..()
|
||||
pixel_x = rand(-8, 8)
|
||||
pixel_y = rand(-10, 10)
|
||||
animate(src, alpha = 0, time = 3, easing = EASE_OUT)
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/spearbreak
|
||||
icon = 'icons/effects/64x64.dmi'
|
||||
icon_state = "ratvarspearbreak"
|
||||
layer = BELOW_MOB_LAYER
|
||||
pixel_y = -16
|
||||
pixel_x = -16
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/geis_binding
|
||||
icon_state = "geisbinding"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/geis_binding/top
|
||||
icon_state = "geisbinding_top"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component
|
||||
icon = 'icons/obj/clockwork_objects.dmi'
|
||||
icon_state = "belligerent_eye"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 10
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/ratvar/component/cogwheel
|
||||
icon_state = "vanguard_cogwheel"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component/capacitor
|
||||
icon_state = "geis_capacitor"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component/alloy
|
||||
icon_state = "replicant_alloy"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component/ansible
|
||||
icon_state = "hierophant_ansible"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/sigil
|
||||
name = "glowing circle"
|
||||
icon_state = "sigildull"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/sigil/transgression
|
||||
color = "#FAE48C"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 70
|
||||
light_range = 5
|
||||
light_power = 2
|
||||
light_color = "#FAE48C"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
|
||||
. = ..()
|
||||
var/oldtransform = transform
|
||||
animate(src, transform = matrix()*2, time = 5)
|
||||
animate(transform = oldtransform, alpha = 0, time = 65)
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/ratvar/sigil/accession
|
||||
color = "#AF0AAF"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 70
|
||||
icon_state = "sigilactiveoverlay"
|
||||
alpha = 0
|
||||
|
||||
|
||||
/obj/effect/overlay/temp/revenant
|
||||
name = "spooky lights"
|
||||
icon_state = "purplesparkles"
|
||||
|
||||
/obj/effect/overlay/temp/revenant/cracks
|
||||
name = "glowing cracks"
|
||||
icon_state = "purplecrack"
|
||||
duration = 6
|
||||
|
||||
|
||||
/obj/effect/overlay/temp/gravpush
|
||||
name = "gravity wave"
|
||||
icon_state = "shieldsparkles"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/telekinesis
|
||||
name = "telekinetic force"
|
||||
icon_state = "empdisable"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/emp
|
||||
name = "emp sparks"
|
||||
icon_state = "empdisable"
|
||||
|
||||
/obj/effect/overlay/temp/emp/pulse
|
||||
name = "emp pulse"
|
||||
icon_state = "emppulse"
|
||||
duration = 8
|
||||
randomdir = 0
|
||||
|
||||
/obj/effect/overlay/temp/gib_animation
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
|
||||
icon_state = gib_icon // Needs to be before ..() so icon is correct
|
||||
. = ..()
|
||||
|
||||
/obj/effect/overlay/temp/gib_animation/ex_act(severity)
|
||||
return //so the overlay isn't deleted by the explosion that gibbed the mob.
|
||||
|
||||
/obj/effect/overlay/temp/gib_animation/animal
|
||||
icon = 'icons/mob/animal.dmi'
|
||||
|
||||
/obj/effect/overlay/temp/dust_animation
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
|
||||
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
|
||||
. = ..()
|
||||
|
||||
/obj/effect/overlay/temp/mummy_animation
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "mummy_revive"
|
||||
duration = 20
|
||||
|
||||
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
|
||||
name = "healing glow"
|
||||
icon_state = "heal"
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/heal/Initialize(mapload, colour)
|
||||
if(colour)
|
||||
color = colour
|
||||
. = ..()
|
||||
pixel_x = rand(-12, 12)
|
||||
pixel_y = rand(-9, 0)
|
||||
|
||||
/obj/effect/overlay/temp/kinetic_blast
|
||||
name = "kinetic explosion"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "kinetic_blast"
|
||||
layer = ABOVE_ALL_MOB_LAYER
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/explosion
|
||||
name = "explosion"
|
||||
icon = 'icons/effects/96x96.dmi'
|
||||
icon_state = "explosion"
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
duration = 8
|
||||
|
||||
/obj/effect/overlay/temp/explosion/fast
|
||||
icon_state = "explosionfast"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/blob
|
||||
name = "blob"
|
||||
icon_state = "blob_attack"
|
||||
alpha = 140
|
||||
randomdir = 0
|
||||
duration = 6
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect
|
||||
icon_state = "impact_bullet"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/impact_effect/red_laser
|
||||
icon_state = "impact_laser"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/red_laser/wall
|
||||
icon_state = "impact_laser_wall"
|
||||
duration = 10
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/blue_laser
|
||||
icon_state = "impact_laser_blue"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/green_laser
|
||||
icon_state = "impact_laser_green"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/purple_laser
|
||||
icon_state = "impact_laser_purple"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/ion
|
||||
icon_state = "shieldsparkles"
|
||||
duration = 6
|
||||
|
||||
/obj/effect/overlay/temp/heart
|
||||
name = "heart"
|
||||
icon = 'icons/mob/animal.dmi'
|
||||
icon_state = "heart"
|
||||
duration = 25
|
||||
|
||||
/obj/effect/overlay/temp/heart/Initialize(mapload)
|
||||
. = ..()
|
||||
pixel_x = rand(-4,4)
|
||||
pixel_y = rand(-4,4)
|
||||
|
||||
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
|
||||
|
||||
/obj/effect/overlay/palmtree_r
|
||||
name = "Palm tree"
|
||||
icon = 'icons/misc/beach2.dmi'
|
||||
|
||||
218
code/game/objects/effects/temporary_visuals/clockcult.dm
Normal file
218
code/game/objects/effects/temporary_visuals/clockcult.dm
Normal file
@@ -0,0 +1,218 @@
|
||||
//temporary visual effects(/obj/effect/overlay/temp) used by clockcult stuff
|
||||
/obj/effect/overlay/temp/ratvar
|
||||
name = "ratvar's light"
|
||||
icon = 'icons/effects/clockwork_effects.dmi'
|
||||
duration = 8
|
||||
randomdir = 0
|
||||
layer = ABOVE_NORMAL_TURF_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/door
|
||||
icon_state = "ratvardoorglow"
|
||||
layer = CLOSED_DOOR_LAYER //above closed doors
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/door/window
|
||||
icon_state = "ratvarwindoorglow"
|
||||
layer = ABOVE_WINDOW_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam
|
||||
icon_state = "ratvarbeamglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/door
|
||||
layer = CLOSED_DOOR_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/grille
|
||||
layer = BELOW_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/itemconsume
|
||||
layer = HIGH_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/falsewall
|
||||
layer = OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/beam/catwalk
|
||||
layer = LATTICE_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/wall
|
||||
icon_state = "ratvarwallglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/wall/false
|
||||
layer = OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/floor
|
||||
icon_state = "ratvarfloorglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/floor/catwalk
|
||||
layer = LATTICE_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/window
|
||||
icon_state = "ratvarwindowglow"
|
||||
layer = ABOVE_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/window/single
|
||||
icon_state = "ratvarwindowglow_s"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/gear
|
||||
icon_state = "ratvargearglow"
|
||||
layer = BELOW_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/grille
|
||||
icon_state = "ratvargrilleglow"
|
||||
layer = BELOW_OBJ_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/grille/broken
|
||||
icon_state = "ratvarbrokengrilleglow"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/mending_mantra
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 20
|
||||
alpha = 200
|
||||
icon_state = "mending_mantra"
|
||||
light_range = 1.5
|
||||
light_color = "#1E8CE1"
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/ratvar/volt_hit
|
||||
name = "volt blast"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 5
|
||||
icon_state = "volt_hit"
|
||||
light_range = 1.5
|
||||
light_power = 2
|
||||
light_color = LIGHT_COLOR_ORANGE
|
||||
var/mob/user
|
||||
var/damage = 20
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
|
||||
if(multiplier)
|
||||
damage *= multiplier
|
||||
duration = max(round(damage * 0.2), 1)
|
||||
. = ..()
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
|
||||
. = ..()
|
||||
user = caster
|
||||
if(user)
|
||||
var/matrix/M = new
|
||||
M.Turn(Get_Angle(src, user))
|
||||
transform = M
|
||||
INVOKE_ASYNC(src, .proc/volthit)
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/volt_hit/proc/volthit()
|
||||
if(user)
|
||||
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
|
||||
var/hit_amount = 0
|
||||
var/turf/T = get_turf(src)
|
||||
for(var/mob/living/L in T)
|
||||
if(is_servant_of_ratvar(L))
|
||||
continue
|
||||
var/obj/item/I = L.null_rod_check()
|
||||
if(I)
|
||||
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
|
||||
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
|
||||
continue
|
||||
L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
|
||||
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
|
||||
add_logs(user, L, "struck with a volt blast")
|
||||
hit_amount++
|
||||
for(var/obj/mecha/M in T)
|
||||
if(M.occupant)
|
||||
if(is_servant_of_ratvar(M.occupant))
|
||||
continue
|
||||
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
|
||||
M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
|
||||
M.take_damage(damage, BURN, 0, 0)
|
||||
hit_amount++
|
||||
if(hit_amount)
|
||||
playsound(src, 'sound/machines/defib_zap.ogg', damage*hit_amount, 1, -1)
|
||||
else
|
||||
playsound(src, "sparks", 50, 1)
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/ocular_warden
|
||||
name = "warden's gaze"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
icon_state = "warden_gaze"
|
||||
duration = 3
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
|
||||
. = ..()
|
||||
pixel_x = rand(-8, 8)
|
||||
pixel_y = rand(-10, 10)
|
||||
animate(src, alpha = 0, time = 3, easing = EASE_OUT)
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/spearbreak
|
||||
icon = 'icons/effects/64x64.dmi'
|
||||
icon_state = "ratvarspearbreak"
|
||||
layer = BELOW_MOB_LAYER
|
||||
pixel_y = -16
|
||||
pixel_x = -16
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/geis_binding
|
||||
icon_state = "geisbinding"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/geis_binding/top
|
||||
icon_state = "geisbinding_top"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component
|
||||
icon = 'icons/obj/clockwork_objects.dmi'
|
||||
icon_state = "belligerent_eye"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 10
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/ratvar/component/cogwheel
|
||||
icon_state = "vanguard_cogwheel"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component/capacitor
|
||||
icon_state = "geis_capacitor"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component/alloy
|
||||
icon_state = "replicant_alloy"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/component/ansible
|
||||
icon_state = "hierophant_ansible"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/sigil
|
||||
name = "glowing circle"
|
||||
icon_state = "sigildull"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/sigil/transgression
|
||||
color = "#FAE48C"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 70
|
||||
light_range = 5
|
||||
light_power = 2
|
||||
light_color = "#FAE48C"
|
||||
|
||||
/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
|
||||
. = ..()
|
||||
var/oldtransform = transform
|
||||
animate(src, transform = matrix()*2, time = 5)
|
||||
animate(transform = oldtransform, alpha = 0, time = 65)
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/ratvar/sigil/accession
|
||||
color = "#AF0AAF"
|
||||
layer = ABOVE_MOB_LAYER
|
||||
duration = 70
|
||||
icon_state = "sigilactiveoverlay"
|
||||
alpha = 0
|
||||
144
code/game/objects/effects/temporary_visuals/cult.dm
Normal file
144
code/game/objects/effects/temporary_visuals/cult.dm
Normal file
@@ -0,0 +1,144 @@
|
||||
//temporary visual effects(/obj/effect/overlay/temp) used by cult stuff
|
||||
/obj/effect/overlay/temp/cult
|
||||
icon = 'icons/effects/cult_effects.dmi'
|
||||
randomdir = 0
|
||||
duration = 10
|
||||
|
||||
/obj/effect/overlay/temp/cult/sparks
|
||||
randomdir = 1
|
||||
name = "blood sparks"
|
||||
icon_state = "bloodsparkles"
|
||||
|
||||
/obj/effect/overlay/temp/cult/blood // The traditional teleport
|
||||
name = "blood jaunt"
|
||||
duration = 12
|
||||
icon_state = "bloodin"
|
||||
|
||||
/obj/effect/overlay/temp/cult/blood/out
|
||||
icon_state = "bloodout"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/cult/phase // The veil shifter teleport
|
||||
name = "phase glow"
|
||||
duration = 7
|
||||
icon_state = "cultin"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/cult/phase/out
|
||||
icon_state = "cultout"
|
||||
|
||||
/obj/effect/overlay/temp/cult/sac
|
||||
name = "maw of Nar-Sie"
|
||||
icon_state = "sacconsume"
|
||||
|
||||
/obj/effect/overlay/temp/cult/door
|
||||
name = "unholy glow"
|
||||
icon_state = "doorglow"
|
||||
layer = CLOSED_FIREDOOR_LAYER //above closed doors
|
||||
|
||||
/obj/effect/overlay/temp/cult/door/unruned
|
||||
icon_state = "unruneddoorglow"
|
||||
|
||||
/obj/effect/overlay/temp/cult/turf
|
||||
name = "unholy glow"
|
||||
icon_state = "wallglow"
|
||||
layer = ABOVE_NORMAL_TURF_LAYER
|
||||
|
||||
/obj/effect/overlay/temp/cult/turf/floor
|
||||
icon_state = "floorglow"
|
||||
duration = 5
|
||||
|
||||
//visuals for runes being magically created
|
||||
/obj/effect/overlay/temp/cult/rune_spawn
|
||||
icon_state = "runeouter"
|
||||
alpha = 0
|
||||
var/turnedness = 179 //179 turns counterclockwise, 181 turns clockwise
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/Initialize(mapload, set_duration, set_color)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
if(set_color)
|
||||
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
|
||||
. = ..()
|
||||
var/oldtransform = transform
|
||||
transform = matrix()*2
|
||||
var/matrix/M = transform
|
||||
M.Turn(turnedness)
|
||||
transform = M
|
||||
animate(src, alpha = 255, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
|
||||
animate(src, transform = oldtransform, time = duration, flags = ANIMATION_PARALLEL)
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune1
|
||||
icon_state = "rune1words"
|
||||
turnedness = 181
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune1/inner
|
||||
icon_state = "rune1inner"
|
||||
turnedness = 179
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune1/center
|
||||
icon_state = "rune1center"
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune2
|
||||
icon_state = "rune2words"
|
||||
turnedness = 181
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
|
||||
icon_state = "rune2inner"
|
||||
turnedness = 179
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune2/center
|
||||
icon_state = "rune2center"
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune3
|
||||
icon_state = "rune3words"
|
||||
turnedness = 181
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune3/inner
|
||||
icon_state = "rune3inner"
|
||||
turnedness = 179
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune3/center
|
||||
icon_state = "rune3center"
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune4
|
||||
icon_state = "rune4words"
|
||||
turnedness = 181
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune4/inner
|
||||
icon_state = "rune4inner"
|
||||
turnedness = 179
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune4/center
|
||||
icon_state = "rune4center"
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune5
|
||||
icon_state = "rune5words"
|
||||
turnedness = 181
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune5/inner
|
||||
icon_state = "rune5inner"
|
||||
turnedness = 179
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune5/center
|
||||
icon_state = "rune5center"
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune6
|
||||
icon_state = "rune6words"
|
||||
turnedness = 181
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune6/inner
|
||||
icon_state = "rune6inner"
|
||||
turnedness = 179
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune6/center
|
||||
icon_state = "rune6center"
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune7
|
||||
icon_state = "rune7words"
|
||||
turnedness = 181
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune7/inner
|
||||
icon_state = "rune7inner"
|
||||
turnedness = 179
|
||||
|
||||
/obj/effect/overlay/temp/cult/rune_spawn/rune7/center
|
||||
icon_state = "rune7center"
|
||||
312
code/game/objects/effects/temporary_visuals/miscellaneous.dm
Normal file
312
code/game/objects/effects/temporary_visuals/miscellaneous.dm
Normal file
@@ -0,0 +1,312 @@
|
||||
//unsorted miscellaneous temporary visuals
|
||||
/obj/effect/overlay/temp/dir_setting/bloodsplatter
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
duration = 5
|
||||
randomdir = FALSE
|
||||
layer = BELOW_MOB_LAYER
|
||||
var/splatter_type = "splatter"
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/dir_setting/bloodsplatter/xenosplatter
|
||||
splatter_type = "xsplatter"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/speedbike_trail
|
||||
name = "speedbike trails"
|
||||
icon_state = "ion_fade"
|
||||
layer = BELOW_MOB_LAYER
|
||||
duration = 10
|
||||
randomdir = 0
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/firing_effect
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "firing_effect"
|
||||
duration = 2
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/dir_setting/firing_effect/energy
|
||||
icon_state = "firing_effect_energy"
|
||||
duration = 3
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/firing_effect/magic
|
||||
icon_state = "shieldsparkles"
|
||||
duration = 3
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja
|
||||
name = "ninja shadow"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "uncloak"
|
||||
duration = 9
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/cloak
|
||||
icon_state = "cloak"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/shadow
|
||||
icon_state = "shadow"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/phase
|
||||
name = "ninja energy"
|
||||
icon_state = "phasein"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/ninja/phase/out
|
||||
icon_state = "phaseout"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/wraith
|
||||
name = "blood"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "phase_shift2"
|
||||
duration = 12
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/wraith/out
|
||||
icon_state = "phase_shift"
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/tailsweep
|
||||
icon_state = "tailsweep"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/wizard
|
||||
name = "water"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "reappear"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/wizard/out
|
||||
icon_state = "liquify"
|
||||
duration = 12
|
||||
|
||||
/obj/effect/overlay/temp/monkeyify
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "h2monkey"
|
||||
duration = 22
|
||||
|
||||
/obj/effect/overlay/temp/monkeyify/humanify
|
||||
icon_state = "monkey2h"
|
||||
|
||||
/obj/effect/overlay/temp/borgflash
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "blspell"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/guardian
|
||||
randomdir = 0
|
||||
|
||||
/obj/effect/overlay/temp/guardian/phase
|
||||
duration = 5
|
||||
icon_state = "phasein"
|
||||
|
||||
/obj/effect/overlay/temp/guardian/phase/out
|
||||
icon_state = "phaseout"
|
||||
|
||||
/obj/effect/overlay/temp/decoy
|
||||
desc = "It's a decoy!"
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
|
||||
. = ..()
|
||||
animate(src, alpha = 0, time = duration)
|
||||
|
||||
/obj/effect/overlay/temp/decoy/fading/fivesecond
|
||||
duration = 50
|
||||
|
||||
/obj/effect/overlay/temp/small_smoke
|
||||
icon_state = "smoke"
|
||||
duration = 50
|
||||
|
||||
/obj/effect/overlay/temp/fire
|
||||
icon = 'icons/effects/fire.dmi'
|
||||
icon_state = "3"
|
||||
duration = 20
|
||||
|
||||
/obj/effect/overlay/temp/revenant
|
||||
name = "spooky lights"
|
||||
icon_state = "purplesparkles"
|
||||
|
||||
/obj/effect/overlay/temp/revenant/cracks
|
||||
name = "glowing cracks"
|
||||
icon_state = "purplecrack"
|
||||
duration = 6
|
||||
|
||||
/obj/effect/overlay/temp/gravpush
|
||||
name = "gravity wave"
|
||||
icon_state = "shieldsparkles"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/telekinesis
|
||||
name = "telekinetic force"
|
||||
icon_state = "empdisable"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/emp
|
||||
name = "emp sparks"
|
||||
icon_state = "empdisable"
|
||||
|
||||
/obj/effect/overlay/temp/emp/pulse
|
||||
name = "emp pulse"
|
||||
icon_state = "emppulse"
|
||||
duration = 8
|
||||
randomdir = 0
|
||||
|
||||
/obj/effect/overlay/temp/gib_animation
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
|
||||
icon_state = gib_icon // Needs to be before ..() so icon is correct
|
||||
. = ..()
|
||||
|
||||
/obj/effect/overlay/temp/gib_animation/animal
|
||||
icon = 'icons/mob/animal.dmi'
|
||||
|
||||
/obj/effect/overlay/temp/dust_animation
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
|
||||
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
|
||||
. = ..()
|
||||
|
||||
/obj/effect/overlay/temp/mummy_animation
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "mummy_revive"
|
||||
duration = 20
|
||||
|
||||
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
|
||||
name = "healing glow"
|
||||
icon_state = "heal"
|
||||
duration = 15
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/kinetic_blast
|
||||
name = "kinetic explosion"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "kinetic_blast"
|
||||
layer = ABOVE_ALL_MOB_LAYER
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/explosion
|
||||
name = "explosion"
|
||||
icon = 'icons/effects/96x96.dmi'
|
||||
icon_state = "explosion"
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
duration = 8
|
||||
|
||||
/obj/effect/overlay/temp/explosion/fast
|
||||
icon_state = "explosionfast"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/blob
|
||||
name = "blob"
|
||||
icon_state = "blob_attack"
|
||||
alpha = 140
|
||||
randomdir = 0
|
||||
duration = 6
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect
|
||||
icon_state = "impact_bullet"
|
||||
duration = 5
|
||||
|
||||
/obj/effect/overlay/temp/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/overlay/temp/impact_effect/red_laser
|
||||
icon_state = "impact_laser"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/red_laser/wall
|
||||
icon_state = "impact_laser_wall"
|
||||
duration = 10
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/blue_laser
|
||||
icon_state = "impact_laser_blue"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/green_laser
|
||||
icon_state = "impact_laser_green"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/purple_laser
|
||||
icon_state = "impact_laser_purple"
|
||||
duration = 4
|
||||
|
||||
/obj/effect/overlay/temp/impact_effect/ion
|
||||
icon_state = "shieldsparkles"
|
||||
duration = 6
|
||||
|
||||
/obj/effect/overlay/temp/heart
|
||||
name = "heart"
|
||||
icon = 'icons/mob/animal.dmi'
|
||||
icon_state = "heart"
|
||||
duration = 25
|
||||
|
||||
/obj/effect/overlay/temp/heart/Initialize(mapload)
|
||||
. = ..()
|
||||
pixel_x = rand(-4,4)
|
||||
pixel_y = rand(-4,4)
|
||||
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
|
||||
@@ -0,0 +1,37 @@
|
||||
//temporary visual effects
|
||||
/obj/effect/overlay/temp
|
||||
icon_state = "nothing"
|
||||
anchored = 1
|
||||
layer = ABOVE_MOB_LAYER
|
||||
mouse_opacity = 0
|
||||
var/duration = 10 //in deciseconds
|
||||
var/randomdir = TRUE
|
||||
var/timerid
|
||||
|
||||
/obj/effect/overlay/temp/Initialize()
|
||||
. = ..()
|
||||
if(randomdir)
|
||||
setDir(pick(GLOB.cardinal))
|
||||
|
||||
timerid = QDEL_IN(src, duration)
|
||||
|
||||
/obj/effect/overlay/temp/Destroy()
|
||||
. = ..()
|
||||
deltimer(timerid)
|
||||
|
||||
/obj/effect/overlay/temp/singularity_act()
|
||||
return
|
||||
|
||||
/obj/effect/overlay/temp/singularity_pull()
|
||||
return
|
||||
|
||||
/obj/effect/overlay/temp/ex_act()
|
||||
return
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting
|
||||
randomdir = FALSE
|
||||
|
||||
/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
|
||||
if(set_dir)
|
||||
setDir(set_dir)
|
||||
. = ..()
|
||||
@@ -34,7 +34,7 @@
|
||||
|
||||
var/area/A = get_area(src)
|
||||
if(A)
|
||||
var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/effects.dmi', "ghostalertsie")
|
||||
var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult_effects.dmi', "ghostalertsie")
|
||||
notify_ghosts("Nar-Sie has risen in \the [A.name]. Reach out to the Geometer to be given a new shell for your soul.", source = src, alert_overlay = alert_overlay, action=NOTIFY_ATTACK)
|
||||
INVOKE_ASYNC(src, .proc/narsie_spawn_animation)
|
||||
|
||||
@@ -52,6 +52,7 @@
|
||||
/obj/singularity/narsie/large/cult/Initialize()
|
||||
. = ..()
|
||||
GLOB.cult_narsie = src
|
||||
deltimer(GLOB.blood_target_reset_timer)
|
||||
GLOB.blood_target = src
|
||||
resize(0.6)
|
||||
for(var/datum/mind/cult_mind in SSticker.mode.cult)
|
||||
@@ -59,7 +60,7 @@
|
||||
var/mob/living/L = cult_mind.current
|
||||
L.narsie_act()
|
||||
for(var/mob/living/player in GLOB.player_list)
|
||||
if(player.stat != DEAD && player.loc.z == ZLEVEL_STATION && !iscultist(player) && isliving(player))
|
||||
if(player.stat != DEAD && player.loc.z == ZLEVEL_STATION && !iscultist(player))
|
||||
souls_needed[player] = TRUE
|
||||
soul_goal = round(1 + LAZYLEN(souls_needed) * 0.6)
|
||||
INVOKE_ASYNC(src, .proc/begin_the_end)
|
||||
|
||||
BIN
icons/effects/cult_effects.dmi
Normal file
BIN
icons/effects/cult_effects.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 38 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 526 KiB After Width: | Height: | Size: 494 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 190 KiB After Width: | Height: | Size: 188 KiB |
@@ -31,6 +31,7 @@
|
||||
#include "code\__DEFINES\combat.dm"
|
||||
#include "code\__DEFINES\construction.dm"
|
||||
#include "code\__DEFINES\contracts.dm"
|
||||
#include "code\__DEFINES\cult.dm"
|
||||
#include "code\__DEFINES\DNA.dm"
|
||||
#include "code\__DEFINES\events.dm"
|
||||
#include "code\__DEFINES\flags.dm"
|
||||
@@ -437,6 +438,7 @@
|
||||
#include "code\game\gamemodes\cult\cult_items.dm"
|
||||
#include "code\game\gamemodes\cult\cult_structures.dm"
|
||||
#include "code\game\gamemodes\cult\ritual.dm"
|
||||
#include "code\game\gamemodes\cult\rune_spawn_action.dm"
|
||||
#include "code\game\gamemodes\cult\runes.dm"
|
||||
#include "code\game\gamemodes\cult\supply.dm"
|
||||
#include "code\game\gamemodes\cult\talisman.dm"
|
||||
@@ -677,10 +679,10 @@
|
||||
#include "code\game\objects\effects\decals\decal.dm"
|
||||
#include "code\game\objects\effects\decals\misc.dm"
|
||||
#include "code\game\objects\effects\decals\remains.dm"
|
||||
#include "code\game\objects\effects\decals\Cleanable\aliens.dm"
|
||||
#include "code\game\objects\effects\decals\Cleanable\humans.dm"
|
||||
#include "code\game\objects\effects\decals\Cleanable\misc.dm"
|
||||
#include "code\game\objects\effects\decals\Cleanable\robots.dm"
|
||||
#include "code\game\objects\effects\decals\cleanable\aliens.dm"
|
||||
#include "code\game\objects\effects\decals\cleanable\humans.dm"
|
||||
#include "code\game\objects\effects\decals\cleanable\misc.dm"
|
||||
#include "code\game\objects\effects\decals\cleanable\robots.dm"
|
||||
#include "code\game\objects\effects\effect_system\effect_system.dm"
|
||||
#include "code\game\objects\effects\effect_system\effects_explosion.dm"
|
||||
#include "code\game\objects\effects\effect_system\effects_foam.dm"
|
||||
@@ -695,6 +697,10 @@
|
||||
#include "code\game\objects\effects\spawners\structure.dm"
|
||||
#include "code\game\objects\effects\spawners\vaultspawner.dm"
|
||||
#include "code\game\objects\effects\spawners\xeno_egg_delivery.dm"
|
||||
#include "code\game\objects\effects\temporary_visuals\clockcult.dm"
|
||||
#include "code\game\objects\effects\temporary_visuals\cult.dm"
|
||||
#include "code\game\objects\effects\temporary_visuals\miscellaneous.dm"
|
||||
#include "code\game\objects\effects\temporary_visuals\temporary_visual.dm"
|
||||
#include "code\game\objects\items\apc_frame.dm"
|
||||
#include "code\game\objects\items\blueprints.dm"
|
||||
#include "code\game\objects\items\body_egg.dm"
|
||||
|
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Reference in New Issue
Block a user