Example #1
0
func Entrance()
{
	if (!was_collected)
	{
		was_collected = true;
		SetCategory(C4D_Object);
		GameCallEx("OnTreasureCollected", this);
	}
	return _inherited(...);
}
Example #2
0
protected func Construction()
{
	_inherited(...);
	
	SetSkin(0);

	AddEffect("IntTurn", this, 1, 1, this);
	AddEffect("IntEyes", this, 1, 35+Random(4), this);

	AttachBackpack();
	iHandMesh = [0,0];
	
	SetAction("Walk");
	SetDir(Random(2));
	// Broadcast for rules
	GameCallEx("OnClonkCreation", this);
}
Example #3
0
func Construction()
{
	_inherited(...);

	AddEffect("IntTurn", this, 1, 1, this);
	AddEffect("IntEyes", this, 1, 35+Random(4), this);

	AttachBackpack();

	this.hand_display = {};
	this.hand_display.hand_mesh = [0,0];
	this.hand_display.hand_action = 0;
	this.hand_display.both_handed = false;
	this.hand_display.on_back = false;

	SetSkin(0);

	SetAction("Walk");
	SetDir(Random(2));
	// Broadcast for rules
	GameCallEx("OnClonkCreation", this);
}