func InitEffect() { Sound("Objects::Weapons::WeaponSwing1", false, 100); SetLightRange(30, 70); SetLightColor(RGB(150, 150, 150)); trailparticles = { Size = 5, R = pR, G = pG, B = pB, Attach=ATTACH_Front }; var angle = Angle(0, 0, GetXDir(), GetYDir()); hookprt = { Size = 8, R = pR, G = pG, B = pB, Attach=ATTACH_Front|ATTACH_MoveRelative, Rotation = angle }; AddEffect("Life", this, 1, LifeTime, this); hit = false; }
static int Lua_SetLightRange( lua_State* l ) { Light* light = CheckLightFromLua(l, 1); const float range = luaL_checknumber(l, 2); SetLightRange(light, range); return 0; }
func InitEffect() { Sound("Fire::Fireball", false, 100, nil, nil, nil, 200); Sound("Fire::FuseLoop", false, 20, nil, 1, nil, 200); SetLightRange(30, 70); SetLightColor(RGB(100, 100, 255)); var snow = { R = 200, G = 200, B = 255, Alpha = PV_Linear(255, 0), Size = PV_Random(0, 2), CollisionVertex = 0, OnCollision = PC_Stop(), ForceX = PV_Random(-5, 5, 10), ForceY = PV_Gravity(100), DampingX = 900, DampingY = 900 }; trail_particles = { R = PV_Random(200, 255), G = PV_Random(200, 255), B = 255, Prototype = Particles_FireTrail(), Size = PV_Linear(10, 0), BlitMode = nil, Rotation = PV_Random(0, 360), BlitMode = GFX_BLIT_Additive }; CreateParticle("StarFlash", 0, 0, PV_Random(-30, 30), PV_Random(-30, 30), 100, snow, 100); }
func ChargeStop(proplist params) { SetAction("Idle"); var angle = params.new_angle; SetVelocity(angle, Speed-10, 10); Sound("sawblade_launch", false, 100); AddEffect("CheckEnemies", this, 1,1, this); SetLightRange(30, 70); SetLightColor(RGB(150, 150, 150)); AddEffect("Life", this, 20, LifeTime, this); /*if(GetXDir() > 0) SetRDir(15); else SetRDir(-15);*/ SetClrModulation(RGBa(255,255,255,255)); Sound("sawloop", false, 20, nil, 1); AddEffect("Rotate", this, 1, 1, this); }
func InitEffect() { SetLightRange(30, 70); SetLightColor(RGB(255, 255, 0)); ox=GetX(); oy=GetY(); trailparticles = { Size = PV_Linear(5,0), Alpha = 128, BlitMode = GFX_BLIT_Additive, R = 255, G = 255, B = 50, }; AddEffect("Trail", this, 1, 1, this); AddEffect("HitCheck", this, 1,1, nil,nil, GetCrew(GetOwner())); }
func InitEffect() { Sound("Fire::Fireball", false, 100); Sound("Fire::FuseLoop", false, 50, nil, 1); SetLightRange(30, 70); SetLightColor(RGB(255, 100, 0)); if (shooter.ChampType == ComboMan) { Speed = 75; ParticleSize = 13; SpellDamage = 25; SetVelocity(Angle(0,0,GetXDir(), GetYDir(), 10), Speed, 10); } var lightparticle = { R = 255, G = 100, B = 0, Alpha = 40, Size = 50, BlitMode = GFX_BLIT_Additive, Rotation = PV_Step(30, 0, 1), Attach = ATTACH_Back | ATTACH_MoveRelative }; CreateParticle("Shockwave", 0, 0, 0, 0, 0, lightparticle); firetrailparticles = { Prototype = Particles_FireTrail(), Size = PV_Linear(ParticleSize,0), BlitMode = GFX_BLIT_Additive, }; }