func FxParticlesStop(object target, proplist effect, int reason, bool temporary) { if(temporary) return; SetSolidMask(); var props = { Size = PV_Linear(4, 0), ForceY = GetGravity(), Stretch = PV_Speed(1000, 500), Rotation = PV_Direction(), OnCollision = PC_Die(), CollisionVertex = 0, R = 100, G = 100, B = 100, BlitMode = GFX_BLIT_Additive, }; CreateParticle("Smoke", 0, 0, PV_Random(-10 , 10), PV_Random(-10, 20), 50, props, 10); var smoke = { ForceX = PV_Wind(200 - 180), DampingX = 900, DampingY = 900, Alpha = PV_Linear(255, 0), R = 100, G = 100, B = 100, Size = PV_Linear(PV_Random(4, 10), PV_Random(20, 30)), Phase = PV_Random(0, 15) }; CreateParticle("Smoke", PV_Random(-5,5), PV_Random(-5,5), PV_Random(-15, 15), PV_Random(-15, 15), 30, smoke, 15); }
func JumpEffect(object clonk, dir) { var from, to; if (dir == "Up") { from = 50; to = 130; } if (dir == "Left") { from = -30; to = 50; } if (dir == "Right") { from = 130; to = 210; } if (dir == "Down") { from = 230; to = 310; } clonk->Sound("Fire::Inflame", false, 30, nil, nil, nil, -100); var trailparticles = { Size = PV_Linear(0, 20), 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())); for(var i = from; i < to; i+=5) { var r = 10; var x = Cos(i, r); var y = Sin(i, r); clonk->CreateParticle("Shockwave", x, y, Cos(i, r), Sin(i, r), 60, trailparticles, 2); } }
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 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); }
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, }; }
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; } }
local is_selected = false; local number = 0; local offset = 0; local angle; local ChargeEffect = new Effect { Construction = func() { this.particles = { R = 255, G = 255, B = 255, Size = PV_Linear(PV_Random(2, 3), 0), OnCollision = PC_Die(), CollisionVertex = 0, ForceX = PV_Linear(0, PV_Random(-10, 10, 10)), ForceY = PV_Linear(0, PV_Random(-10, 10, 10)), DampingX = 900, DampingY = 900, BlitMode = GFX_BLIT_Additive }; }, Timer = func(int time) { var r = time / 3; this.Target->CreateParticle("StarSpark", PV_Random(-r, r), PV_Random(-r, r), 0, 0, PV_Random(60, 300), this.particles, 3); if (time > this.ChargeDuration) return FX_Execute_Kill; return FX_OK; }