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[prototype]
prototype=hittable
solid_dimensions=enemy,common
[vars]
team="'evil'"
damage=1
points_value=10
turns_at_cliffs=1
turns_towards_player=0
[/vars]
[consts]
thrown_damage=10
normal_damage=1
springiness=200
flinch_threshold=1
spring_amount=1400
bounce_roundness=80
[/consts]
[properties]
choose_action="def() animation('walk')"
desired_facing="if(level.player.midpoint_x < self.midpoint_x, -1, 1)"
[/properties]
[editor_info]
category=milgramen
[/editor_info]
friction=1000
traction=1000
timer_frequency=5
hitpoints=6
on_create="animation('stand')"
on_enter_anim="set(tmp, 'already_hit', [])"
on_die="[score(level,points_value), spawn_item(self), spawn('die_cloud', midpoint_x, midpoint_y, facing)]"
on_collide="if(collide_with != level.player, [set(velocity_x,-velocity_x/2),set(facing, -facing),animation('turn')])"
on_bounced_on="[add(hitpoints, -5), set(me.green, 0), set(me.blue, 0), schedule(4, [set(me.green, 255), set(me.blue, 255)]), if(jumped_on_by.mass >= 1000, die(), animation('spring'))]"
on_enter_water="die()"
on_process="set(rotate, slope_standing_on)"
on_timer="if(turns_at_cliffs and is_standing and animation = 'walk' and distance_to_cliff < 30,[set(facing, -facing),animation('turn')],null())"
on_end_turn_anim="animation('walk')"
on_end_walk_anim="choose_action()"
on_end_stand_anim="if(is_standing and 1d2 = 2, if(turns_towards_player,set_facing(self,level), choose_action()), animation('stand'))"
on_end_hurt_anim="animation('stand')"
on_end_spring_anim="animation('walk')"
on_surface_damage="die()"
feet_width=4
functions="
#looks for the player and turns to face it#
def set_facing(obj,level) if(desired_facing != obj.facing, [animation('turn'),set(obj,'facing', desired_facing)], animation('walk')
) where desired_facing = if(level.player.x < obj.x, -1, 1);
1"
[/prototype]
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