func DoInit(int first_player) { // Message when first player enters shroom area ScheduleCall(nil, Scenario.ShroomCaveCheck, 21, 0xffffff); // Scorching village g_ruin1->AddScorch(-20,-10, -45, 50, 1500); g_ruin2->AddScorch(-15,42, 90, 50, 1200); g_ruin3->AddScorch(-12,18, 130, 80, 1300); // Horax g_king.JumpSpeed = 200; // Update AI stuff var fx; for (var enemy in FindObjects(Find_ID(Clonk), Find_Owner(NO_OWNER))) if (fx = S2AI->GetAI(enemy)) { fx.weapon = fx.target = nil; S2AI->BindInventory(enemy); enemy->DoEnergy(10000); enemy->AddEnergyBar(); } g_farmer.portrait = { Source=DialogueCastle }; // Start intro if not yet started StartSequence("Intro", 0, GetCrew(first_player)); return true; }
func DoInit(int first_player) { // Message when first player enters shroom area ScheduleCall(nil, Scenario.ShroomCaveCheck, 21, 0xffffff); // Scorching village g_ruin1->AddScorch(-20,-10, -45, 50, 1500); g_ruin2->AddScorch(-15,42, 90, 50, 1200); g_ruin3->AddScorch(-12,18, 130, 80, 1300); // Update AI stuff var fx; for (var enemy in FindObjects(Find_ID(Clonk), Find_Owner(NO_OWNER))) if (fx = AI->GetAI(enemy)) { fx.weapon = fx.target = nil; AI->BindInventory(enemy); enemy->DoEnergy(10000); enemy->AddEnergyBar(); } return true; }