ID:1240828
 
(See the best response by Ss4toby.)
Code:
obj
Suiryudan
icon = '(Suiton) Suiryudan no Jutsu.dmi'
icon_state = ""
density = 1
pixel_x = -16
pixel_y = -16
layer = EFFECTS_LAYER+1
var/list/trail = list()
Bump(A)
if(ismob(A))
var/mob/M = A
var/damage = src.Ninjutsu
if(damage >= 1)
var/mob/O = src.Fowner
M.health -= damage
view(M)<< "<b><font size=1 face=verdana color=red>[M] was hit by [O]'s Suiton Suiryudan no Jutsu for [damage] damage!!"
M.Death(O)
del(src)
if(istype(A,/turf/))
var/turf/T = A
if(T.density)
del(src)
if(istype(A,/obj/))
del(src)
Move()
var/obj/SuiryudanT/a=new/obj/SuiryudanT(src.loc)
a.Fowner=src.Fowner
a.dir =src.dir
..()
Del()
..()


Problem description:
Is there a way to make trails have a delay or something that would make big icons not overlap each other. The icon is 96x96, my problem is the trails overlap each other showing a not so pleasant visual effect :/ Any ideas on how to fix this?
Best response
Honestly, the only method I can think of is to have a sort of ticker. Not a preferred method, but I'm drawing blanks.

obj
Suiryudan
icon = '(Suiton) Suiryudan no Jutsu.dmi'
icon_state = ""
density = 1
pixel_x = -16
pixel_y = -16
layer = EFFECTS_LAYER+1
var/list/trail = list()
var/trailTick
var/tTMax=3
Bump(A)
if(ismob(A))
var/mob/M = A
var/damage = src.Ninjutsu
if(damage >= 1)
var/mob/O = src.Fowner
M.health -= damage
view(M)<< "<b><font size=1 face=verdana color=red>[M] was hit by [O]'s Suiton Suiryudan no Jutsu for [damage] damage!!"
M.Death(O)
del(src)
if(istype(A,/turf/))
var/turf/T = A
if(T.density)
del(src)
if(istype(A,/obj/))
del(src)
Move()
trailTick--
if(trailTick<=0)
trailTick=tTMax
var/obj/SuiryudanT/a=new/obj/SuiryudanT(src.loc)
a.Fowner=src.Fowner
a.dir =src.dir
..()
Del()
..()


Not too sure how great this will work but should space things for you.