func Flacker() { if(Not(Random(15))) And(CastObjects(SU3V,Sum(1,Random(1)),Sum(5,Random(15)),Sum(-14,Random(28)),Sum(1,Random(2))),Sound("Spark*")); if(Not(Random(2))) return(0); if(Random(6)) return(ObjectSetAction(Local(0),"Neon")&&SetAction("FlackerAn")); if(Random(6)) return(ObjectSetAction(Local(0),"Aus")&&SetAction("FlackerAus")); return(1); }
public func Activate(caster, real_caster) { var clonk = caster; if (real_caster) clonk = real_caster; Sound("Magic1"); var iChkEff; if (iChkEff = CheckEffect("FirefistNSpell", 0, 130)) return(iChkEff!=-1 && RemoveObject()); var obj, nocrcnt; if (InLiquid(clonk) && (obj = FindContents(METL, clonk))) { var torpedo; SetDir(DIR_Left(), torpedo=CreateObject(TRP1,-15,+10,-1)); if (torpedo) { torpedo->Launch(torpedo); // Kleiner Trick damit das Torpedo in die richtige Richtung schwimmt torpedo->SetController(GetOwner(clonk)); // Damit eventuelle Tötungen auch gezählt werden } else ++nocrcnt; SetDir(DIR_Right(), torpedo=CreateObject(TRP1,+15,+10,-1)); if (torpedo) { torpedo->Launch(torpedo); torpedo->SetController(GetOwner(clonk)); } else ++nocrcnt; if (nocrcnt < 2) RemoveObject(obj); } else { var firefist=CreateObject(FSHW,-15,0,GetOwner(clonk)); if (firefist) { firefist->SetController(GetOwner(clonk)); ObjectSetAction(firefist,"Left"); } else ++nocrcnt; firefist=CreateObject(FSHW,+15,0,GetOwner(clonk)); if (firefist) { firefist->SetController(GetOwner(clonk)); ObjectSetAction(firefist,"Right"); } else ++nocrcnt; } RemoveObject(); return(nocrcnt < 2); }
func An() { if(Local(0)) return(1); SetAction("An"); ObjectSetAction(Local(0)=CreateObject(LJ3V,-20,16),"Neon"); return(1); }
private func Initialize() { SetAction("Flag"); ObjectSetAction(CreateObject(LWNG,0,0,GetOwner()),"Turn",this); //Log("Init Windrad"); SetEntrance(1); return 1; }
func Damage() { if(SEqual(GetAction(),"An")) if(LessThan(50,GetDamage())) { SetAction("FlackerAn"); if(!Local(0)) ObjectSetAction(Local(0)=CreateObject(LJ3V,-20,16),"Neon"); } return(1); }
func Hit() { var obj; if(GetAction()ne"Falling") return(1); Sound("RockBreak*"); Sound("Blast2",0,0,50); // links oben ObjectSetAction(obj=CreateObject(_STP,-4,-4,-1),"Exist"); SetPhase(phase*2,obj); SetRDir(Random(20)-10,obj); SetSpeed(Random(30)-15,-Random(35)+10,obj); // rechts oben ObjectSetAction(obj=CreateObject(_STP,3,-4,-1),"Exist"); SetPhase(phase*2+1,obj); SetRDir(Random(20)-10,obj); SetSpeed(Random(30)-15,-Random(35)+10,obj); // unten ObjectSetAction(obj=CreateObject(_STP,0,12,-1),"LameExist"); SetPhase(phase,obj); SetRDir(Random(20)-10,obj); SetSpeed(Random(10)-15,-Random(35)+10,obj); RemoveObject(); }
func Moewen() { ObjectSetAction(CreateObject(SL9Z,Par(),LandscapeHeight()/3,-1),"Moewen"); }
//Sound-Objekte platzieren func Meeresrauschen() { ObjectSetAction(CreateObject(SL9Z,Par(),LandscapeHeight()/2,-1),"Meer"); }
public func Initialize() { SetGamma(RGB(0,0,0),RGB(68,68,83),RGB(147,147,173)); for(var y=0; y<LandscapeHeight(); (y+=510) && (x=0)) for(var x=0; x<LandscapeWidth(); x+=530) ObjectSetAction(CreateObject(_CSN,x,y,-1),Format("Wait%d",Random(4))); }