func FxFireDashStop(object target, proplist effect, int reason, bool temporary) { if(temporary) return; target->Unstuck(); target->SetObjectLayer(nil); target->SetAction("Jump"); ExplosionEffect(effect.Size2, target->GetX(), target->GetY(),0,0,0); for(var o in FindObjects(Find_Distance(effect.Size2, target->GetX(), target->GetY()), Find_Func("CanBeHit", target))) { if(o->GetOwner() == target->GetOwner()) continue; var angle = Angle(target->GetX(), target->GetY(), o->GetX(), o->GetY()); o->AddFireHitEffect(); o->Fling(Sin(angle, 8), -Cos(angle, 8) - 2); target->WeaponDamage(o, effect.SpellDamage2); } target->CastObjects(Flame, RandomX(6,8), RandomX(10,25)); //effect.marker->RemoveObject(); //effect.clonk->MakeHitable(true); }
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; } }