//temporary visual effects(/obj/effect/temp_visual) used by clockcult stuff /obj/effect/temp_visual/ratvar name = "ratvar's light" icon = 'icons/effects/clockwork_effects.dmi' duration = 8 randomdir = 0 layer = ABOVE_NORMAL_TURF_LAYER /obj/effect/temp_visual/ratvar/door icon_state = "ratvardoorglow" layer = CLOSED_DOOR_LAYER //above closed doors /obj/effect/temp_visual/ratvar/door/window icon_state = "ratvarwindoorglow" layer = ABOVE_WINDOW_LAYER /obj/effect/temp_visual/ratvar/beam icon_state = "ratvarbeamglow" /obj/effect/temp_visual/ratvar/beam/door layer = CLOSED_DOOR_LAYER /obj/effect/temp_visual/ratvar/beam/grille layer = BELOW_OBJ_LAYER /obj/effect/temp_visual/ratvar/beam/itemconsume layer = HIGH_OBJ_LAYER /obj/effect/temp_visual/ratvar/beam/falsewall layer = OBJ_LAYER /obj/effect/temp_visual/ratvar/beam/catwalk layer = LATTICE_LAYER /obj/effect/temp_visual/ratvar/wall icon_state = "ratvarwallglow" /obj/effect/temp_visual/ratvar/wall/false layer = OBJ_LAYER /obj/effect/temp_visual/ratvar/floor icon_state = "ratvarfloorglow" /obj/effect/temp_visual/ratvar/floor/catwalk layer = LATTICE_LAYER /obj/effect/temp_visual/ratvar/window icon_state = "ratvarwindowglow" layer = ABOVE_OBJ_LAYER /obj/effect/temp_visual/ratvar/window/single icon_state = "ratvarwindowglow_s" /obj/effect/temp_visual/ratvar/gear icon_state = "ratvargearglow" layer = BELOW_OBJ_LAYER /obj/effect/temp_visual/ratvar/grille icon_state = "ratvargrilleglow" layer = BELOW_OBJ_LAYER /obj/effect/temp_visual/ratvar/grille/broken icon_state = "ratvarbrokengrilleglow" /obj/effect/temp_visual/ratvar/mending_mantra layer = ABOVE_MOB_LAYER duration = 20 alpha = 200 icon_state = "mending_mantra" light_range = 1.5 light_color = "#1E8CE1" /obj/effect/temp_visual/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/temp_visual/ratvar/volt_hit name = "volt blast" layer = ABOVE_MOB_LAYER duration = 8 icon_state = "volt_hit" light_range = 1.5 light_power = 2 light_color = LIGHT_COLOR_ORANGE var/mob/user var/damage = 25 /obj/effect/temp_visual/ratvar/volt_hit/Initialize(mapload, caster) . = ..() user = caster if(user) var/matrix/M = new M.Turn(Get_Angle(src, user)) transform = M INVOKE_ASYNC(src, .proc/volthit) /obj/effect/temp_visual/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/temp_visual/ratvar/ocular_warden name = "warden's gaze" layer = ABOVE_MOB_LAYER icon_state = "warden_gaze" duration = 3 /obj/effect/temp_visual/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/temp_visual/ratvar/prolonging_prism icon = 'icons/effects/64x64.dmi' icon_state = "prismhex1" layer = RIPPLE_LAYER pixel_y = -16 pixel_x = -16 duration = 30 /obj/effect/temp_visual/ratvar/prolonging_prism/Initialize(mapload, set_appearance) . = ..() if(set_appearance) appearance = set_appearance animate(src, alpha = 0, time = duration, easing = BOUNCE_EASING) /obj/effect/temp_visual/ratvar/spearbreak icon = 'icons/effects/64x64.dmi' icon_state = "ratvarspearbreak" layer = BELOW_MOB_LAYER pixel_y = -16 pixel_x = -16 /obj/effect/temp_visual/ratvar/geis_binding icon_state = "geisbinding" /obj/effect/temp_visual/ratvar/geis_binding/top icon_state = "geisbinding_top" /obj/effect/temp_visual/ratvar/component icon = 'icons/obj/clockwork_objects.dmi' icon_state = "belligerent_eye" layer = ABOVE_MOB_LAYER duration = 10 /obj/effect/temp_visual/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/temp_visual/ratvar/component/cogwheel icon_state = "vanguard_cogwheel" /obj/effect/temp_visual/ratvar/component/capacitor icon_state = "geis_capacitor" /obj/effect/temp_visual/ratvar/component/alloy icon_state = "replicant_alloy" /obj/effect/temp_visual/ratvar/component/ansible icon_state = "hierophant_ansible" /obj/effect/temp_visual/ratvar/sigil name = "glowing circle" icon_state = "sigildull" /obj/effect/temp_visual/ratvar/sigil/transgression color = "#FAE48C" layer = ABOVE_MOB_LAYER duration = 70 light_range = 5 light_power = 2 light_color = "#FAE48C" /obj/effect/temp_visual/ratvar/sigil/transgression/Initialize() . = ..() var/oldtransform = transform animate(src, transform = matrix()*2, time = 5) animate(transform = oldtransform, alpha = 0, time = 65) /obj/effect/temp_visual/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/temp_visual/ratvar/sigil/accession color = "#AF0AAF" layer = ABOVE_MOB_LAYER duration = 70 icon_state = "sigilactiveoverlay" alpha = 0