Beispiel #1
0
func FxBloodTimer(target, effect, time)
{
	if (time > 80) return -1;
	var size = (90 - time) / 5;
	effect.particles.Size = PV_KeyFrames(0, 0, 0, 100, size, 900, size, 1000, 0);
	effect.particle_target->CreateParticle("Blood", GetX(), GetY(), 0, 0, PV_Random(60, 90), effect.particles);
}
Beispiel #2
0
global func Particles_Leaves()
{
	return
	{
		Size = PV_Random(3, 6),
	    Phase = PV_Linear(0, 7*5),
		Alpha = PV_KeyFrames(0, 0, 255, 900, 255, 1000, 0),
		CollisionVertex = 500,
		OnCollision = PC_Stop(),
		ForceX = PV_Wind(100),
		ForceY = PV_Gravity(40),
		DampingX = 975, DampingY = 975,
		Rotation = PV_Direction(PV_Random(750, 1250)),
		Attach = nil
	};
}
Beispiel #3
0
func BlockEffect(object clonk, int radius)
{
	var trailparticles =
	{
		Size = PV_KeyFrames(0, 0, 0, 200, PV_Random(10, 25), 1000, 0),
		Alpha = PV_Linear(255, 0),
		OnCollision = PC_Die(),
		CollisionVertex = 0,
		DampingX = 900, DampingY = 900,
		BlitMode = GFX_BLIT_Additive
	};
	trailparticles = Particles_Colored(trailparticles, GetPlayerColor(clonk->GetOwner()));
	
	clonk->CreateParticle("Shockwave",
		PV_Sin(PV_Random(0, 360, 0, 1), PV_Random(radius - 1, radius + 1, 0, 2)),
		PV_Cos(PV_Random(0, 360, 0, 1), PV_Random(radius - 1, radius + 1, 0, 2)),
		PV_Random(-5, 5), PV_Random(-5, 5), PV_Random(20, 30), trailparticles, 100);
}
func RiftSparks(int radius)
{
	var flash_particles =
	{ 
		Prototype = Particles_Flash(),
		Size = radius,
	};
	
	var alpha = 120;
	
	
	var cSmokeR = PV_KeyFrames(0, 0, 227, 500, 191, 1000, 50);
	var cSmokeG = PV_KeyFrames(0, 0, 170, 500, 200, 1000, 50);
	var cSmokeB = PV_KeyFrames(0, 0, 255, 500, 255, 1000, 50);
	
	if (!Random(2)) // invert order of colors
	{
		cSmokeR = PV_KeyFrames(0, 0, 191, 500, 227, 1000, 50);
		cSmokeG = PV_KeyFrames(0, 0, 200, 500, 170, 1000, 50);
		cSmokeB = PV_KeyFrames(0, 0, 255, 500, 255, 1000, 50);
	}

	var dust_particles =
	{
		Prototype = Particles_Dust(),
		Size = PV_KeyFrames(0, 0, 0, 100, radius, 1000, 0),
		Alpha = PV_KeyFrames(0, 0, alpha, 750, alpha, 1000, 0),
		R = cSmokeR,
		G = cSmokeG,
		B = cSmokeB,
	};

	// Create some particles
	CreateParticle("Dust",  g_DimensionRift_X, g_DimensionRift_Y, PV_Random(-radius / 2, radius / 2), PV_Random(-radius / 2, radius / 2), PV_Random(18, 36), dust_particles, radius);
	CreateParticle("Flash", g_DimensionRift_X, g_DimensionRift_Y, 0, 0, 30, flash_particles);
}
Beispiel #5
0
func Initialize()
{
	// singleton
	g_storm = this;
	SetPosition();
	// defaults
	storm_particles = 
	{
		Size = 1,
		Stretch = PV_Speed(PV_Linear(4000, 0), 0),
		Alpha = PV_KeyFrames(0, 0, 0, 100, 255, 1000, 255),
		Rotation = PV_Direction(),
		CollisionVertex = 1000,
		OnCollision = PC_Die()
	};
	StormStream = {
		max_segment_stretch = 100, // maximum number of pixels per segment that can be deviated from dir in either direction
		max_segment_stretch_want = 5, // maximum movement back into original position that is preferred (i.e.: speed at which gaps behind sky islands close)
		search_steps = 10,        // steps in pixels in which to search for holes to blow through
		search_steps_mult = 200,  // multiplyer, in percent, by which search steps get larger with each iteration
	};
	find_mask = Find_And(Find_Category(C4D_Vehicle | C4D_Living | C4D_Object), Find_Not(Find_Func("IsEnvironment")));
	SetStorm(20,0, 2000);
}
Beispiel #6
0
global func ExplosionParticles_Init()
{
	ExplosionParticles_Smoke =
	{	    
		Size = PV_KeyFrames(0, 180, 25, 1000, 50),
	    DampingY = PV_Random(890, 920, 5),
		DampingX = PV_Random(900, 930, 5),
		ForceY=-1,
		ForceX = PV_Wind(20, PV_Random(-2, 2)),
		Rotation=PV_Random(0,360,0),
		R=PV_KeyFrames(0, 0, 255, 260, 64, 1000, 64),
		G=PV_KeyFrames(0, 0, 128,  260, 64, 1000, 64),
		B=PV_KeyFrames(0, 0, 0, 260, 108, 1000, 108),
	    Alpha = PV_KeyFrames(0, 0, 0, 100, 20, 500, 20, 1000, 0)
	};
	
	ExplosionParticles_Blast =
	{
		Size = PV_KeyFrames(0, 0, 0, 260, 25, 1000, 40),
		DampingY = PV_Random(890, 920, 0),
		DampingX = PV_Random(900, 930, 0),
		ForceY = PV_Random(-8,-2,0),
		ForceX = PV_Random(-5,5,0),
		R = 255,
		G = PV_Random(64, 120, 0),
		Rotation = PV_Random(0, 360, 0),
		B = 0,
		Alpha = PV_KeyFrames(0, 260, 100, 1000, 0),
		BlitMode = GFX_BLIT_Additive,
		Phase = PV_Random(0, 1)
	};
	
	ExplosionParticles_BlastSmooth =
	{
		Size = PV_KeyFrames(0, 0, 0, 250, PV_Random(30, 50), 1000, 80),
		R = PV_KeyFrames(0, 0, 255, 250, 128, 1000, 0),
		G = PV_KeyFrames(0, 0, 255, 125, 64, 1000, 0),
		Rotation = PV_Random(0, 360, 0),
		B = PV_KeyFrames(0, 0, 100, 250, 64, 100, 0),
		Alpha = PV_KeyFrames(0, 0, 255, 750, 250, 1000, 0),
		BlitMode = GFX_BLIT_Additive
	};
	
	ExplosionParticles_BlastSmoothBackground =
	{
		Prototype = ExplosionParticles_BlastSmooth,
		BlitMode = nil,
		R = PV_Linear(50, 0),
		G = PV_Linear(50, 0),
		B = PV_Linear(50, 0),
		Alpha = PV_Linear(128, 0)
	};
	
	ExplosionParticles_Star =
    {
        Size = PV_KeyFrames(0, 0, 0, 500, 60, 1000, 0),
        R = PV_KeyFrames(0, 750, 255, 1000, 0),
        G = PV_KeyFrames(0, 300, 255, 1000, 0),
        B = PV_KeyFrames(0, 300, 255, 500, 0),
		Rotation = PV_Random(0, 360, 4),
        Alpha = PV_KeyFrames(0, 750, 255, 1000, 0),
		BlitMode = GFX_BLIT_Additive,
		Stretch = PV_Speed(1000, 1000)
    };
    
	ExplosionParticles_Shockwave =
    {
        Size = PV_Linear(0, 120),
        R = 255,
        G = 128,
        B = PV_KeyFrames(0, 0, 128, 200, 0),
		Rotation = PV_Step(20),
		BlitMode = GFX_BLIT_Additive,
        Alpha = PV_Linear(255, 0)
    };
    
    ExplosionParticles_Glimmer=
	{
		Size = PV_Linear(2, 0),
	    ForceY = GetGravity(),
		DampingY = PV_Linear(1000,700),
		DampingX = PV_Linear(1000,700),
		Stretch = PV_Speed(1000, 500),
		Rotation = PV_Direction(),
		OnCollision = PC_Die(),
		CollisionVertex = 500,
	    R = 255,
	    G = PV_Linear(128,32),
	    B = PV_Random(0, 128, 2),
	    Alpha = PV_Random(255,0,3),
		BlitMode = GFX_BLIT_Additive,
	};
}
Beispiel #7
0
func FxFireDashTimer(object target, proplist effect, int time)
{
	var a = effect.angle;
		
	var x = target->GetX();
	var y = target->GetY();
	
	target->SetPosition(target->GetX() + Sin(a, 6, effect.angle_prec), target->GetY() + -Cos(a, 6, effect.angle_prec));

	for(var o in FindObjects(Find_Distance(effect.Size1, x, y), Find_Func("CanBeHit", target)))
	{
		if(o->GetOwner() == target->GetOwner())
			continue;
		if(!GetEffect("DashCD", o))
		{
			o->Fling(0, -5);
			AddEffect("DashCD", o, 20, 10);
			o->AddFireHitEffect();
			target->WeaponDamage(o, effect.SpellDamage1);
		}
		
	}
	
	var chaoticspark =
	{
		Size = PV_Linear(1, 0),
		ForceX = PV_KeyFrames(10, 0, PV_Random(-6, 6), 333, PV_Random(-6, -6), 666, PV_Random(6, 6), 1000, PV_Random(-6, 6)),
		ForceY = PV_KeyFrames(10, 0, PV_Random(-8, 5), 333, PV_Random(-8, 5), 666, PV_Random(-10, 10), 1000, PV_Random(-10, 15)),
		Stretch = PV_Speed(1000, 500),
		Rotation = PV_Direction(),
		CollisionVertex = 0,
		OnCollision = PC_Die(),
		R = 255,
		G = PV_Linear(255,100),
		B = PV_Random(0, 100),
		DampingX=950,
		DampingY=950,
		Alpha = PV_Random(100,180),
		BlitMode = GFX_BLIT_Additive
	};
	CreateParticle("Magic", x + RandomX(-5, 5), y + RandomX(-10, 10), RandomX(25, -25) + target->GetXDir(), RandomX(-25, 12) + target->GetYDir(), 50, chaoticspark, 4);


	var firetrailparticles =
	{
		Prototype = Particles_FireTrail(),
		Size = PV_Linear(effect.Size1,0),
		BlitMode = GFX_BLIT_Additive,
		OnCollision=nil,
	};
	CreateParticle("Fire", x, y, PV_Random(-7,7), PV_Random(-7,7), 20, firetrailparticles, 3);
	
	var dist = Distance(x, y, effect.startx + effect.tx, effect.starty + effect.ty);
	if(dist < 10 || (dist > effect.dist + 1 && time > 10))
	{
		effect.clonk->SetObjectLayer(nil);
		return -1;
	}
	else
	{
		//Log("%d %d", dist, effect.dist);
		effect.dist = dist;
	}
	
}