diff --git a/code/__DEFINES/cult.dm b/code/__DEFINES/cult.dm new file mode 100644 index 0000000000..71d4ad3af9 --- /dev/null +++ b/code/__DEFINES/cult.dm @@ -0,0 +1,9 @@ +//rune colors, for easy reference +#define RUNE_COLOR_TALISMAN "#0000FF" +#define RUNE_COLOR_TELEPORT "#551A8B" +#define RUNE_COLOR_OFFER "#FFFFFF" +#define RUNE_COLOR_DARKRED "#7D1717" +#define RUNE_COLOR_MEDIUMRED "#C80000" +#define RUNE_COLOR_RED "#FF0000" +#define RUNE_COLOR_EMP "#4D94FF" +#define RUNE_COLOR_SUMMON "#00FF00" diff --git a/code/__HELPERS/mobs.dm b/code/__HELPERS/mobs.dm index ca4093adf1..43b657dd9c 100644 --- a/code/__HELPERS/mobs.dm +++ b/code/__HELPERS/mobs.dm @@ -340,6 +340,20 @@ Proc for attack log creation, because really why not qdel(progbar) +//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action +/mob/proc/break_do_after_checks(list/checked_health, check_clicks) + if(check_clicks && next_move > world.time) + return FALSE + return TRUE + +//pass a list in the format list("health" = mob's health var) to check health during this +/mob/living/break_do_after_checks(list/checked_health, check_clicks) + if(islist(checked_health)) + if(health < checked_health["health"]) + return FALSE + checked_health["health"] = health + return ..() + /proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null) if(!user) return 0 diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index 43d940d5e5..62559379c5 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -214,7 +214,7 @@ /obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands) . = list() if(!isinhands && current_charges) - . += mutable_appearance('icons/effects/effects.dmi', "shield-cult", MOB_LAYER + 0.01) + . += mutable_appearance('icons/effects/cult_effects.dmi', "shield-cult", MOB_LAYER + 0.01) /obj/item/clothing/suit/hooded/cultrobes/berserker name = "flagellant's robes" diff --git a/code/game/gamemodes/cult/rune_spawn_action.dm b/code/game/gamemodes/cult/rune_spawn_action.dm new file mode 100644 index 0000000000..beffe924bc --- /dev/null +++ b/code/game/gamemodes/cult/rune_spawn_action.dm @@ -0,0 +1,70 @@ +//after a delay, creates a rune below you. for constructs creating runes. +/datum/action/innate/cult/create_rune + background_icon_state = "bg_cult" + var/obj/effect/rune/rune_type + var/cooldown = 0 + var/base_cooldown = 900 + var/scribe_time = 100 + var/damage_interrupt = TRUE + var/action_interrupt = TRUE + var/obj/effect/overlay/temp/cult/rune_spawn/rune_word_type + var/obj/effect/overlay/temp/cult/rune_spawn/rune_innerring_type + var/obj/effect/overlay/temp/cult/rune_spawn/rune_center_type + var/rune_color + +/datum/action/innate/cult/create_rune/IsAvailable() + if(!rune_type || cooldown > world.time) + return FALSE + return ..() + +/datum/action/innate/cult/create_rune/Activate() + var/chosen_keyword + if(!isturf(owner.loc)) + to_chat(owner, "[src] pulses blood red!") var/oldcolor = color - color = "#7D1717" + color = RUNE_COLOR_DARKRED var/mob/living/L = pick(myriad_targets) var/is_clock = is_servant_of_ratvar(L) var/is_convertable = is_convertable_to_cult(L) @@ -442,7 +442,7 @@ structure_check() searches for nearby cultist structures required for the invoca invocation = "TOK-LYR RQA-NAP G'OLT-ULOFT!!" req_cultists = 9 icon = 'icons/effects/96x96.dmi' - color = "#7D1717" + color = RUNE_COLOR_DARKRED icon_state = "rune_large" pixel_x = -32 //So the big ol' 96x96 sprite shows up right pixel_y = -32 @@ -478,12 +478,10 @@ structure_check() searches for nearby cultist structures required for the invoca send_to_playing_players('sound/effects/dimensional_rend.ogg') var/turf/T = get_turf(src) sleep(40) - SSticker.mode.eldergod = FALSE if(src) - color = "#FF0000" - deltimer(GLOB.blood_target_reset_timer) - 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 - + color = RUNE_COLOR_RED + SSticker.mode.eldergod = FALSE + new /obj/singularity/narsie/large/cult(T) //Causes Nar-Sie to spawn even if the rune has been removed /obj/effect/rune/narsie/attackby(obj/I, mob/user, params) //Since the narsie rune takes a long time to make, add logging to removal. if((istype(I, /obj/item/weapon/tome) && iscultist(user))) @@ -504,7 +502,7 @@ structure_check() searches for nearby cultist structures required for the invoca cultist_desc = "requires the corpse of a cultist placed upon the rune. Provided there have been sufficient sacrifices, they will be revived." invocation = "Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!" //Depends on the name of the user - see below icon_state = "1" - color = "#C80000" + color = RUNE_COLOR_MEDIUMRED var/static/revives_used = 0 /obj/effect/rune/raise_dead/examine(mob/user) @@ -595,7 +593,7 @@ structure_check() searches for nearby cultist structures required for the invoca invocation = "Ta'gh fara'qha fel d'amar det!" icon_state = "5" allow_excess_invokers = 1 - color = "#4D94FF" + color = RUNE_COLOR_EMP /obj/effect/rune/emp/invoke(var/list/invokers) var/turf/E = get_turf(src) @@ -625,7 +623,7 @@ structure_check() searches for nearby cultist structures required for the invoca 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." invocation = "Fwe'sh mah erl nyag r'ya!" icon_state = "7" - color = "#7D1717" + color = RUNE_COLOR_DARKRED rune_in_use = 0 //One at a time, please! construct_invoke = 0 var/mob/living/affecting = null @@ -651,9 +649,9 @@ structure_check() searches for nearby cultist structures required for the invoca var/mob/living/user = invokers[1] ..() var/turf/T = get_turf(src) - rune_in_use = 1 + rune_in_use = TRUE affecting = user - user.color = "#7D1717" + user.add_atom_colour(RUNE_COLOR_DARKRED, ADMIN_COLOUR_PRIORITY) user.visible_message("[user] freezes statue-still, glowing an unearthly red.", \ "You see what lies beyond. All is revealed. While this is a wondrous experience, your physical form will waste away in this state. Hurry...") user.ghostize(1) @@ -661,7 +659,7 @@ structure_check() searches for nearby cultist structures required for the invoca if(!affecting) visible_message("[src] pulses gently before falling dark.") affecting = null //In case it's assigned to a number or something - rune_in_use = 0 + rune_in_use = FALSE return affecting.apply_damage(0.1, BRUTE) if(!(user in T)) @@ -671,9 +669,9 @@ structure_check() searches for nearby cultist structures required for the invoca if(user.key) user.visible_message("[user] slowly relaxes, the glow around [user.p_them()] dimming.", \ "You are re-united with your physical form. [src] releases its hold over you.") - user.color = initial(user.color) + user.remove_atom_colour(ADMIN_COLOUR_PRIORITY, RUNE_COLOR_DARKRED) user.Weaken(3) - rune_in_use = 0 + rune_in_use = FALSE affecting = null return if(user.stat == UNCONSCIOUS) @@ -681,14 +679,14 @@ structure_check() searches for nearby cultist structures required for the invoca var/mob/dead/observer/G = user.get_ghost() to_chat(G, "You feel the link between you and your body weakening... you must hurry!") if(user.stat == DEAD) - user.color = initial(user.color) - rune_in_use = 0 + user.remove_atom_colour(ADMIN_COLOUR_PRIORITY, RUNE_COLOR_DARKRED) + rune_in_use = FALSE affecting = null var/mob/dead/observer/G = user.get_ghost() to_chat(G, "You suddenly feel your physical form pass on. [src]'s exertion has killed you!") return sleep(1) - rune_in_use = 0 + rune_in_use = FALSE //Rite of the Corporeal Shield: When invoked, becomes solid and cannot be passed. Invoke again to undo. /obj/effect/rune/wall @@ -696,7 +694,7 @@ structure_check() searches for nearby cultist structures required for the invoca cultist_desc = "when invoked, makes a temporary invisible wall to block passage. Can be invoked again to reverse this." invocation = "Khari'd! Eske'te tannin!" icon_state = "1" - color = "#C80000" + color = RUNE_COLOR_MEDIUMRED CanAtmosPass = ATMOS_PASS_DENSITY var/density_timer var/recharging = FALSE @@ -755,7 +753,7 @@ structure_check() searches for nearby cultist structures required for the invoca /obj/effect/rune/wall/proc/recharge() recharging = FALSE - add_atom_colour("#C80000", FIXED_COLOUR_PRIORITY) + add_atom_colour(RUNE_COLOR_MEDIUMRED, FIXED_COLOUR_PRIORITY) /obj/effect/rune/wall/proc/update_state() deltimer(density_timer) @@ -766,10 +764,10 @@ structure_check() searches for nearby cultist structures required for the invoca shimmer.alpha = 60 shimmer.color = "#701414" add_overlay(shimmer) - add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY) + add_atom_colour(RUNE_COLOR_RED, FIXED_COLOUR_PRIORITY) else cut_overlays() - add_atom_colour("#C80000", FIXED_COLOUR_PRIORITY) + add_atom_colour(RUNE_COLOR_MEDIUMRED, FIXED_COLOUR_PRIORITY) //Rite of Joined Souls: Summons a single cultist. /obj/effect/rune/summon @@ -779,7 +777,7 @@ structure_check() searches for nearby cultist structures required for the invoca req_cultists = 2 allow_excess_invokers = 1 icon_state = "5" - color = "#00FF00" + color = RUNE_COLOR_SUMMON /obj/effect/rune/summon/invoke(var/list/invokers) var/mob/living/user = invokers[1] @@ -824,7 +822,7 @@ structure_check() searches for nearby cultist structures required for the invoca cultist_desc = "boils the blood of non-believers who can see the rune, rapidly dealing extreme amounts of damage. Requires 3 invokers." invocation = "Dedo ol'btoh!" icon_state = "4" - color = "#C80000" + color = RUNE_COLOR_MEDIUMRED light_color = LIGHT_COLOR_LAVA req_cultists = 3 construct_invoke = 0 @@ -891,7 +889,7 @@ structure_check() searches for nearby cultist structures required for the invoca invocation = "Gal'h'rfikk harfrandid mud'gib!" //how the fuck do you pronounce this icon_state = "6" construct_invoke = 0 - color = "#C80000" + color = RUNE_COLOR_MEDIUMRED var/ghost_limit = 5 var/ghosts = 0 diff --git a/code/game/gamemodes/cult/talisman.dm b/code/game/gamemodes/cult/talisman.dm index 027df31acd..9a9d8c582b 100644 --- a/code/game/gamemodes/cult/talisman.dm +++ b/code/game/gamemodes/cult/talisman.dm @@ -49,7 +49,7 @@ /obj/item/weapon/paper/talisman/teleport cultist_name = "Talisman of Teleportation" cultist_desc = "A single-use talisman that will teleport a user to a random rune of the same keyword." - color = "#551A8B" // purple + color = RUNE_COLOR_TELEPORT invocation = "Sas'so c'arta forbici!" health_cost = 5 creation_time = 80 diff --git a/code/game/objects/effects/overlays.dm b/code/game/objects/effects/overlays.dm index 12225321d7..9d9694b076 100644 --- a/code/game/objects/effects/overlays.dm +++ b/code/game/objects/effects/overlays.dm @@ -18,620 +18,6 @@ ..() QDEL_IN(src, 10) -/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/Destroy() - . = ..() - deltimer(timerid) - -/obj/effect/overlay/temp/Initialize() - . = ..() - if(randomdir) - setDir(pick(GLOB.cardinal)) - - timerid = QDEL_IN(src, duration) - -/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) - . = ..() - -/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/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("Strange energy flows into [L]'s [I.name]!", \ - "Your [I.name] shields you from [src]!") - continue - L.visible_message("[L] is struck by a [name]!", "You're struck by a [name]!") - 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, "Your [M.name] is struck by a [name]!") - M.visible_message("[M] is struck by a [name]!") - 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' diff --git a/code/game/objects/effects/temporary_visuals/clockcult.dm b/code/game/objects/effects/temporary_visuals/clockcult.dm new file mode 100644 index 0000000000..65c9d30e47 --- /dev/null +++ b/code/game/objects/effects/temporary_visuals/clockcult.dm @@ -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("Strange energy flows into [L]'s [I.name]!", \ + "Your [I.name] shields you from [src]!") + continue + L.visible_message("[L] is struck by a [name]!", "You're struck by a [name]!") + 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, "Your [M.name] is struck by a [name]!") + M.visible_message("[M] is struck by a [name]!") + 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 diff --git a/code/game/objects/effects/temporary_visuals/cult.dm b/code/game/objects/effects/temporary_visuals/cult.dm new file mode 100644 index 0000000000..ad3f84fe06 --- /dev/null +++ b/code/game/objects/effects/temporary_visuals/cult.dm @@ -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" diff --git a/code/game/objects/effects/temporary_visuals/miscellaneous.dm b/code/game/objects/effects/temporary_visuals/miscellaneous.dm new file mode 100644 index 0000000000..2ceea0aced --- /dev/null +++ b/code/game/objects/effects/temporary_visuals/miscellaneous.dm @@ -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) diff --git a/code/game/objects/effects/temporary_visuals/temporary_visual.dm b/code/game/objects/effects/temporary_visuals/temporary_visual.dm new file mode 100644 index 0000000000..8c7a178bd6 --- /dev/null +++ b/code/game/objects/effects/temporary_visuals/temporary_visual.dm @@ -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) + . = ..() diff --git a/code/modules/power/singularity/narsie.dm b/code/modules/power/singularity/narsie.dm index 16910e05a6..fd119bf878 100644 --- a/code/modules/power/singularity/narsie.dm +++ b/code/modules/power/singularity/narsie.dm @@ -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) diff --git a/icons/effects/cult_effects.dmi b/icons/effects/cult_effects.dmi new file mode 100644 index 0000000000..58a2d3c9c9 Binary files /dev/null and b/icons/effects/cult_effects.dmi differ diff --git a/icons/effects/effects.dmi b/icons/effects/effects.dmi index fe537a8e73..eab44acdd7 100644 Binary files a/icons/effects/effects.dmi and b/icons/effects/effects.dmi differ diff --git a/tgstation.dme b/tgstation.dme index 64d7bb0231..b9f0293318 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -33,6 +33,7 @@ #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" @@ -469,6 +470,7 @@ #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" @@ -728,6 +730,10 @@ #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"