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Time Ripper. #2749
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Time Ripper. #2749
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Lets him spawn by removing can_spawn = 0.
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there's more thingies, but those are two of em
Also with all the switches all over the place where you are just changing sprites, i'd change the "Ripper" sprite to "Ripper1" and just go icon_state = "Ripper[current_stage]"
, that or change its living sprite and then change his icon_state
to the living sprite whenever you need it
return | ||
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Don't need a return at the end of code
return | |
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The return has been removed.
switch(current_stage) | ||
if(1) | ||
icon = 'ModularTegustation/Teguicons/64x64.dmi' | ||
icon_state = "Ripper2" | ||
if(2) | ||
icon_state = "Ripper2" |
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This could be compressed a lot, unless thats meant to be two unique sprites
switch(current_stage) | |
if(1) | |
icon = 'ModularTegustation/Teguicons/64x64.dmi' | |
icon_state = "Ripper2" | |
if(2) | |
icon_state = "Ripper2" | |
icon_state = "Ripper2" | |
if(current_stage == 1) | |
icon = 'ModularTegustation/Teguicons/64x64.dmi' |
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Indeed they are, without that, his first phase blinks for a split second into invisibility, which looked awkward, so I added that. It was not quite necessary but it gave him more flavor instead of just punching corpse and tearing off its head.
Removes unnecessary return.
About The Pull Request
Now split up from the Ensemble PR, it should give him much, much more space to breathe and let him be merged to test the waters.
Why It's Good For The Game
New Urban Nightmare distortion.
Changelog
🆑
add: Adds Time Ripper Distortion
imageadd: 2 placeholder icons that should get their own sprite in future.
/:cl: