File: fish_purple.cfg

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frogatto-data 1.0-2
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[prototype]
friction="1000"
has_feet="no"
hitpoints="2"
id="fish_purple"
mass="6"
on_change_animation_failure="die()"
on_collide="[set(velocity_x, 0), facing(-facing)]"
on_collide_object_body="if(collide_with.vars.team != vars.team and collide_with_area = 'attack', get_hit_by(collide_with))"
on_die="[score(level,20), spawn_item(me), spawn('die_cloud', midpoint_x, midpoint_y, facing)]"
on_end_anim="[set(tmp.already_hit, [])]"
on_end_hurt_anim="set(animation, 'swim')"
on_end_swim_anim="if(facing < 0 and x < vars.x_bound or
	                facing > 0 and x2 > vars.x2_bound,
					[facing(-facing), animation('swim')],
					animation('swim'))"
on_exit_water="die()"
on_hit_by_player="die()"
on_hurtflicker="if(green = 100,[set(green, 255), set(blue, 255)],[set(green, 100), set(blue, 100)])"
on_leave_hurt_anim="[set(green, 255), set(blue, 255)]"
on_process_swim="if(abs(y - target_y()) > 10, set(accel_y, (20*if(target_y() < y, -1, 1))), [set(accel_y,0)])"
on_timer="if(solid(level, front + facing*90, y, 1, y2 - y),
	            [facing(-facing)])"
solid_area="3,3,27,19"
timer_frequency="10"
traction_in_air="0"
traction_in_water="1000"
	[properties]
	get_hit_by="def(collide_with) execute(me,
	             if(not (me in collide_with.tmp.already_hit), [
				set(collide_with.tmp, 'already_hit', collide_with.tmp.already_hit + [me]),
				if((not is_invincible_posthit) and (collide_with.vars.damage > 0),
					if(collide_with.vars.damage > consts.armor,
					  [
					   if(me.hitpoints > collide_with.vars.damage,
						[
						  if(collide_with.vars.damage <= consts.flinch_threshold,
							schedule(4, [set(me.green, 255), set(me.blue, 255)]),
							set(me.animation, 'hurt')),
						  set(me.green, 100), set(me.blue, 100)
						]),
					   set(me.hitpoints, me.hitpoints - collide_with.vars.damage),
					   set(tmp.time_last_hit, me.cycle)
					  ])),
				if(collide_with.vars.damage > consts.flinch_threshold and me.hurt_velocity_y and (not collide_with.tmp.no_flinch_attack), set(me.velocity_y,(me.hurt_velocity_y))),
				if(collide_with.vars.damage > consts.flinch_threshold and me.hurt_velocity_x and (not collide_with.tmp.no_flinch_attack), set(me.velocity_x, ((me.hurt_velocity_x * collide_with.facing + collide_with.velocity_x/2)*collide_with.mass*if(collide_with.attack_force, collide_with.attack_force, 100))/(me.mass*100)))]))"
	hurt_velocity_x="400"
	hurt_velocity_y="-800"
	is_invincible_posthit="if(tmp.time_last_hit and (abs(tmp.time_last_hit - me.cycle) < consts.posthit_invicibility_period), 1, 0)"
	[/properties]

	[tmp]
	time_last_hit="0"
	[/tmp]

	[animation]
	accel_x="20"
	attack_area="all"
	body_area="all"
	duplicates="6"
	duration="6"
	frame_info="3,4,11,3,446,302,27,22,4,3,11,3,473,302,26,23,7,2,10,4,499,302,24,23,4,3,11,3,523,302,26,23"
	frames="4"
	id="swim"
	image="compiled-2.png"
	rect="443,298,483,326"
	[/animation]

	[animation]
	accel_x="20"
	attack_area="all"
	body_area="all"
	duration="6"
	frame_info="3,4,11,3,0,325,27,22,4,3,11,3,27,325,26,23,7,2,10,4,53,325,24,23,4,3,11,3,77,325,26,23"
	frames="4"
	id="swim"
	image="compiled-2.png"
	rect="-3,321,37,349"
	[/animation]

	[animation]
	attack_area="all"
	body_area="all"
	duration="10"
	frame_info="7,3,11,3,197,302,23,23"
	frames="1"
	id="startle"
	image="compiled-2.png"
	rect="190,299,230,327"
	[/animation]

	[animation]
	attack_area="all"
	body_area="all"
	duration="10"
	frame_info="6,2,9,2,720,252,26,25"
	frames="1"
	id="hurt"
	image="compiled-2.png"
	rect="714,250,754,278"
	[/animation]

	[animation]
	accel_x="30"
	attack_area="all"
	body_area="all"
	duration="6"
	frame_info="41,29,0,0,1023,585,0,0,41,29,0,0,1023,585,0,0,41,29,0,0,1023,585,0,0,41,29,0,0,1023,585,0,0"
	frames="4"
	id="swimMad"
	image="compiled-0.png"
	rect="982,556,1022,584"
	[/animation]

	[vars]
	damage="1"
	points_value="5"
	team="'evil'"
	[/vars]

	[properties]
	ideal_x="def() ((vars.x2_bound + vars.x_bound) / 2)"
	inside_aggro_range="def(distance) if(abs(ideal_x() - midpoint_x) < distance, 1, 0)"
	player_within="def(distance) if((level.player.midpoint_x > midpoint_x - distance) and (level.player.midpoint_x < midpoint_x + distance) and (level.player.midpoint_y > midpoint_y - distance) and (level.player.midpoint_y < midpoint_y + distance), 1, 0)"
	target_y="def() (vars.desired_height + (wave(cycle*10+1000)/15))"
	[/properties]

[/prototype]