1414070115
Cult stuff uses cult span classes for the most part. There are beams when using blood drain on a target and when reviving a target with the raise dead rune. There's a nar-sie maw when you sac something, holy shit. Sac invocation is now the old invocation, and it worked in testing I promise. Updates construct descriptions to match what they tend to do. There's like one or two bugfixes, you can examine talismans as a cultist without the paper menu popping up. The supply talisman popup is like 50% smaller.
100 lines
2.1 KiB
Plaintext
100 lines
2.1 KiB
Plaintext
/obj/effect/overlay
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name = "overlay"
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unacidable = 1
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var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
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/obj/effect/overlay/singularity_act()
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return
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/obj/effect/overlay/singularity_pull()
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return
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/obj/effect/overlay/beam//Not actually a projectile, just an effect.
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name="beam"
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icon='icons/effects/beam.dmi'
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icon_state="b_beam"
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var/atom/BeamSource
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/obj/effect/overlay/beam/New()
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..()
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spawn(10) qdel(src)
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/obj/effect/overlay/temp
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icon = 'icons/effects/effects.dmi'
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icon_state = "nothing"
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anchored = 1
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layer = 4.1
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mouse_opacity = 0
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var/duration = 10
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var/randomdir = 1
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/obj/effect/overlay/temp/Destroy()
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..()
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return QDEL_HINT_PUTINPOOL
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/obj/effect/overlay/temp/New()
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if(randomdir)
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dir = pick(cardinal)
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flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
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spawn(duration)
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qdel(src)
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/obj/effect/overlay/temp/cult
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randomdir = 0
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duration = 10
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/obj/effect/overlay/temp/cult/sac
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name = "maw of Nar-Sie"
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icon_state = "sacconsume"
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/obj/effect/overlay/temp/cult/turf
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name = "unholy glow"
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icon_state = "wallglow"
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layer = 2.01
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/obj/effect/overlay/temp/cult/turf/floor
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icon_state = "floorglow"
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duration = 5
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/obj/effect/overlay/temp/revenant
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name = "spooky lights"
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icon_state = "purplesparkles"
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/obj/effect/overlay/temp/revenant/cracks
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name = "glowing cracks"
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icon_state = "purplecrack"
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duration = 6
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/obj/effect/overlay/temp/emp
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name = "emp sparks"
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icon_state = "empdisable"
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/obj/effect/overlay/temp/emp/pulse
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name = "emp pulse"
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icon_state = "emp pulse"
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duration = 8
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randomdir = 0
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/obj/effect/overlay/palmtree_r
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name = "Palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm1"
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density = 1
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layer = 5
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anchored = 1
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/obj/effect/overlay/palmtree_l
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name = "Palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm2"
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density = 1
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layer = 5
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anchored = 1
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/obj/effect/overlay/coconut
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name = "Coconuts"
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icon = 'icons/misc/beach.dmi'
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icon_state = "coconuts" |