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[prototype]
always_active="yes"
has_feet="no"
id="missile"
object_level_collisions="yes"
on_collide="die()"
on_collide_level="die()"
on_collide_object_attack="[
if(collide_with.vars.team != vars.team and collide_with_area = 'body', die())]"
on_collide_object_body="if(collide_with.vars.team != vars.team and collide_with_area = 'attack', [get_hit_by(collide_with),die()])"
on_die="spawn('explosion', midpoint_x, midpoint_y, facing)"
solid_dimensions="enemy,player,common"
[properties]
get_hit_by="def(collide_with) if(not (me in collide_with.tmp.already_hit), [
set(collide_with.tmp, 'already_hit', collide_with.tmp.already_hit + [me]),
set(me.hitpoints, me.hitpoints - collide_with.vars.damage), if(me.hurt_velocity_y, set(me.velocity_y,me.hurt_velocity_y)), if(me.hurt_velocity_x, set(me.velocity_x,me.hurt_velocity_x * collide_with.facing))])"
hurt_velocity_x="0"
hurt_velocity_y="0"
[/properties]
[animation]
attack_area="all"
duration="10000"
frame_info="1,6,1,6,302,739,17,7,3,6,1,6,319,739,15,7"
frames="2"
id="normal"
image="compiled-0.png"
rect="301,733,319,751"
scale="2"
[/animation]
[vars]
damage="1"
team="'evil'"
[/vars]
[/prototype]
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