Increased bounty for several enemies.

shapetextures
Clonkonaut 2015-12-30 03:25:51 +01:00
parent ef48a60b27
commit 4a26a7e8ad
7 changed files with 77 additions and 77 deletions

View File

@ -66,7 +66,7 @@ func Execute(proplist fx, int time)
return inherited(fx, time, ...);
fx.target = nil;
fx.parachute_lost = nil;
SetCommand();
SetCommand("None");
}
return inherited(fx, time, ...);
@ -208,7 +208,7 @@ func ExecuteMelee(fx)
{
// Don't jump for higher windmills, get a new target!
fx.target = nil;
SetCommand();
SetCommand("None");
return true;
}
// Clonk is above us - jump there
@ -224,7 +224,8 @@ func ExecuteMelee(fx)
// Use shields only if still on the airship
func ExecuteProtection(fx)
{
if (!fx.carrier) return false;
if (!fx.carrier)
return false;
return _inherited(fx);
}

View File

@ -416,14 +416,14 @@ static const g_respawning_weapons = [Firestone, Rock];
func InitWaveData()
{
// Define different enemy types
var pilot = { Name="$EnemyPilot$", Inventory=Rock, Energy= 30, Bounty= 10, Color=0xff0000ff, Skin=CSKIN_Alchemist, Backpack=0, Vehicle=Airship };
var swordman = { Name="$EnemyCrewman$", Inventory=Sword, Energy= 50, Bounty= 15, Color=0xffff0000, Skin=CSKIN_Default, Backpack=0, IsCrew=true };
var defender = { Name="$EnemyDefender$", Inventory=[Shield, Axe],Energy= 50, Bounty= 5, Color=0xff00ff00, Skin=CSKIN_Farmer, Backpack=0, IsCrew=true };
var bowman = { Name="$EnemyBow$", Inventory=[Bow, Arrow], Energy= 30, Bounty= 10, Color=0xff80ff80, Skin=CSKIN_Steampunk, Backpack=0, IsCrew=true };
var ballooner = { Name="$EnemyBalloon$", Inventory=Sword, Energy= 30, Bounty= 15, Color=0xff008000, Skin=CSKIN_Default, Vehicle=Balloon };
var rocketeer = { Name="$EnemyRocket$", Inventory=[Bow, Arrow], Energy= 15, Bounty= 10, Color=0xffffffff, Skin=CSKIN_Steampunk, Vehicle=Boomattack };
var boomattack = { Type=Boomattack, Bounty=1 };
var boomattackf= { Type=Boomattack, Bounty=15, Speed=300 };
var pilot = { Name="$EnemyPilot$", Inventory=Rock, Energy=30, Bounty=20, Color=0xff0000ff, Skin=CSKIN_Alchemist, Backpack=0, Vehicle=Airship };
var swordman = { Name="$EnemyCrewman$", Inventory=Sword, Energy=50, Bounty=15, Color=0xffff0000, Skin=CSKIN_Default, Backpack=0, IsCrew=true };
var defender = { Name="$EnemyDefender$", Inventory=[Shield, Axe], Energy=50, Bounty=10, Color=0xff00ff00, Skin=CSKIN_Farmer, Backpack=0, IsCrew=true };
var bowman = { Name="$EnemyBow$", Inventory=[Bow, Arrow], Energy=30, Bounty=10, Color=0xff80ff80, Skin=CSKIN_Steampunk, Backpack=0, IsCrew=true };
var ballooner = { Name="$EnemyBalloon$", Inventory=Sword, Energy=30, Bounty=15, Color=0xff008000, Skin=CSKIN_Default, Vehicle=Balloon };
var rocketeer = { Name="$EnemyRocket$", Inventory=[Bow, Arrow], Energy=15, Bounty=15, Color=0xffffffff, Skin=CSKIN_Steampunk, Vehicle=Boomattack };
var boomattack = { Type=Boomattack, Bounty=2 };
var boomattackf = { Type=Boomattack, Bounty=15, Speed=300 };
// Define composition of waves
ENEMY_WAVE_DATA = [nil,
@ -431,80 +431,80 @@ func InitWaveData()
new boomattack { Num= 1, Interval=10, PosX = 0, PosY = 500 },
Arrows = { X = 0, Y = 500 }
}, { Name = "$WaveSecond$", Bounty = 30, Enemies =
[new boomattack { Num= 3, Interval=10, PosX = 0, PosY = 500 },
new boomattack { Num= 3, Interval=20, PosX = 2000, PosY = 500 },],
[new boomattack { Num= 3, Interval=10, PosX = 0, PosY = 500 },
new boomattack { Num= 3, Interval=10, PosX = 2000, PosY = 500 },],
Arrows = [{ X = 0, Y = 500 },{ X = 2000, Y = 500 }]
}, { Name = "$WaveThird$", Bounty = 10, Enemies =
new rocketeer { Num= 8, PosX = 0, PosY = 500 },
Arrows = { X = 0, Y = 500 }
}, { Name = "$WaveFourth$", Bounty = 15, Enemies =
[new rocketeer { Num= 8, PosX = 0, PosY = 500 },
new rocketeer { Num= 8, PosX = 2000, PosY = 500 },],
[new rocketeer { Num= 8, Interval=10, PosX = 0, PosY = 500 },
new rocketeer { Num= 8, Interval=10, PosX = 2000, PosY = 500 },],
Arrows = [{ X = 0, Y = 500 },{ X = 2000, Y = 500 }]
}, { Name = "$WaveFifth$", Bounty = 20, Enemies =
[new boomattack { Num= 10, PosX = 1000, PosY = 2000 },
new pilot { Num= 1, Interval = 1, PosX = 2000, PosY = 750 },
new defender { Num= 1, Interval = 2, PosX = 2000, PosY = 750 },
new pilot { Num= 1, Interval = 3, PosX = 0, PosY = 750 },
new defender { Num= 1, Interval = 4, PosX = 0, PosY = 750 },],
[new boomattack { Num= 10, PosX = 1000, PosY = 2000 },
new pilot { Num= 1, Delay = 1, PosX = 2000, PosY = 750 },
new defender { Num= 1, Delay = 2, PosX = 2000, PosY = 750 },
new pilot { Num= 1, Delay = 3, PosX = 0, PosY = 750 },
new defender { Num= 1, Delay = 4, PosX = 0, PosY = 750 },],
Arrows = [{ X = 0, Y = 750 },{ X = 2000, Y = 750 },{ X = 1000, Y = 2000 }]
}, { Name = "$WaveSixth$", Bounty = 20, Enemies =
[new pilot { Num= 1, Interval = 1, PosX = 2000, PosY = 1250 },
new defender { Num= 2, Interval = 2, PosX = 2000, PosY = 1250 },
new bowman { Num= 2, Interval = 2, PosX = 2000, PosY = 1250 },
new swordman { Num= 1, Interval = 2, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Interval = 3, PosX = 0, PosY = 1250 },
new defender { Num= 2, Interval = 4, PosX = 0, PosY = 1250 },
new bowman { Num= 2, Interval = 4, PosX = 0, PosY = 1250 },
new swordman { Num= 1, Interval = 4, PosX = 0, PosY = 1250 },],
[new pilot { Num= 1, Delay = 1, PosX = 2000, PosY = 1250 },
new defender { Num= 2, Delay = 2, PosX = 2000, PosY = 1250 },
new bowman { Num= 2, Delay = 2, PosX = 2000, PosY = 1250 },
new swordman { Num= 1, Delay = 2, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Delay = 3, PosX = 0, PosY = 1250 },
new defender { Num= 2, Delay = 4, PosX = 0, PosY = 1250 },
new bowman { Num= 2, Delay = 4, PosX = 0, PosY = 1250 },
new swordman { Num= 1, Delay = 4, PosX = 0, PosY = 1250 },],
Arrows = [{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 }]
}, { Name = "$WaveSeventh$", Bounty = 50, Enemies =
new ballooner { Num= 10, PosX = 1000, PosY = 0 },
new ballooner { Num= 10, PosX = 1000, PosY = 0 },
Arrows = { X = 1000, Y = 0 }
}, { Name = "$WaveEighth$", Bounty = 50, Enemies =
[new boomattack { Num= 15, Interval = 1, PosX = 500, PosY = 0 },
new pilot { Num= 1, Interval = 80, PosX = 0, PosY = 1250 },
new defender { Num= 3, Interval = 81, PosX = 0, PosY = 1250 },
new bowman { Num= 3, Interval = 81, PosX = 0, PosY = 1250 },
new pilot { Num= 1, Interval = 82, PosX = 2000, PosY = 1250 },
new defender { Num= 3, Interval = 83, PosX = 2000, PosY = 1250 },
new bowman { Num= 3, Interval = 83, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Interval = 84, PosX = 200, PosY = 2000 },
new defender { Num= 3, Interval = 85, PosX = 200, PosY = 2000 },
new swordman { Num= 3, Interval = 85, PosX = 200, PosY = 2000 },
new pilot { Num= 1, Interval = 86, PosX = 1800, PosY = 2000 },
new defender { Num= 3, Interval = 87, PosX = 1800, PosY = 2000 },
new swordman { Num= 3, Interval = 87, PosX = 1800, PosY = 2000 },],
[new boomattack { Num= 15, Interval = 5, PosX = 500, PosY = 0 },
new pilot { Num= 1, Delay = 80, PosX = 0, PosY = 1250 },
new defender { Num= 3, Delay = 81, PosX = 0, PosY = 1250 },
new bowman { Num= 3, Delay = 81, PosX = 0, PosY = 1250 },
new pilot { Num= 1, Delay = 82, PosX = 2000, PosY = 1250 },
new defender { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 },
new bowman { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Delay = 84, PosX = 200, PosY = 2000 },
new defender { Num= 3, Delay = 85, PosX = 200, PosY = 2000 },
new swordman { Num= 3, Delay = 85, PosX = 200, PosY = 2000 },
new pilot { Num= 1, Delay = 86, PosX = 1800, PosY = 2000 },
new defender { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 },
new swordman { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 },],
Arrows = [{ X = 500, Y = 0 },{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 },{ X = 200, Y = 2000 },{ X = 1800, Y = 2000 }]
}, { Name = "$WaveNinth$", Bounty = 100, Enemies =
[new ballooner { Num= 10, Interval = 350, PosX = 1000, PosY = 0 },
new boomattackf { Num= 8, Interval = 1, PosX = 0, PosY = 300 },
new boomattackf { Num= 8, Interval = 1, PosX = 2000, PosY = 300 },],
[new ballooner { Num= 10, Interval = 10, Delay = 350, PosX = 1000, PosY = 0 },
new boomattackf { Num= 8, Interval = 1, PosX = 0, PosY = 300 },
new boomattackf { Num= 8, Interval = 1, PosX = 2000, PosY = 300 },],
Arrows = [{ X = 1000, Y = 0 },{ X = 0, Y = 300 },{ X = 2000, Y = 300 }]
}, { Name = "$WaveTenth$", Bounty = 1000, Enemies =
[new boomattack { Num= 7, Interval = 1, PosX = 0, PosY = 0 },
new boomattack { Num= 7, Interval = 1, PosX = 2000, PosY = 0 },
new rocketeer { Num= 4, Interval = 10, PosX = 0, PosY = 300 },
new rocketeer { Num= 4, Interval = 10, PosX = 2000, PosY = 300 },
new ballooner { Num= 10, Interval = 100, PosX = 1000, PosY = 0 },
new pilot { Num= 1, Interval = 80, PosX = 0, PosY = 1250 },
new defender { Num= 3, Interval = 81, PosX = 0, PosY = 1250 },
new bowman { Num= 4, Interval = 81, PosX = 0, PosY = 1250 },
new pilot { Num= 1, Interval = 82, PosX = 2000, PosY = 1250 },
new defender { Num= 3, Interval = 83, PosX = 2000, PosY = 1250 },
new bowman { Num= 4, Interval = 83, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Interval = 84, PosX = 200, PosY = 2000 },
new defender { Num= 3, Interval = 85, PosX = 200, PosY = 2000 },
new swordman { Num= 4, Interval = 85, PosX = 200, PosY = 2000 },
new pilot { Num= 1, Interval = 86, PosX = 1800, PosY = 2000 },
new defender { Num= 3, Interval = 87, PosX = 1800, PosY = 2000 },
new swordman { Num= 4, Interval = 87, PosX = 1800, PosY = 2000 },
new pilot { Num= 1, Interval = 88, PosX = 880, PosY = 2000 },
new bowman { Num= 3, Interval = 89, PosX = 880, PosY = 2000 },
new swordman { Num= 3, Interval = 89, PosX = 880, PosY = 2000 },
new pilot { Num= 1, Interval = 88, PosX = 1120, PosY = 2000 },
new bowman { Num= 3, Interval = 89, PosX = 1120, PosY = 2000 },
new swordman { Num= 3, Interval = 89, PosX = 1120, PosY = 2000 },],
[new boomattack { Num= 7, Interval = 1, PosX = 0, PosY = 0 },
new boomattack { Num= 7, Interval = 1, PosX = 2000, PosY = 0 },
new rocketeer { Num= 4, Interval = 10, PosX = 0, PosY = 300 },
new rocketeer { Num= 4, Interval = 10, PosX = 2000, PosY = 300 },
new ballooner { Num= 10, Interval = 5, Delay = 100, PosX = 1000, PosY = 0 },
new pilot { Num= 1, Delay = 80, PosX = 0, PosY = 1250 },
new defender { Num= 3, Delay = 81, PosX = 0, PosY = 1250 },
new bowman { Num= 4, Delay = 81, PosX = 0, PosY = 1250 },
new pilot { Num= 1, Delay = 82, PosX = 2000, PosY = 1250 },
new defender { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 },
new bowman { Num= 4, Delay = 83, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Delay = 84, PosX = 200, PosY = 2000 },
new defender { Num= 3, Delay = 85, PosX = 200, PosY = 2000 },
new swordman { Num= 4, Delay = 85, PosX = 200, PosY = 2000 },
new pilot { Num= 1, Delay = 86, PosX = 1800, PosY = 2000 },
new defender { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 },
new swordman { Num= 4, Delay = 87, PosX = 1800, PosY = 2000 },
new pilot { Num= 1, Delay = 88, PosX = 880, PosY = 2000 },
new bowman { Num= 3, Delay = 89, PosX = 880, PosY = 2000 },
new swordman { Num= 3, Delay = 89, PosX = 880, PosY = 2000 },
new pilot { Num= 1, Delay = 88, PosX = 1120, PosY = 2000 },
new bowman { Num= 3, Delay = 89, PosX = 1120, PosY = 2000 },
new swordman { Num= 3, Delay = 89, PosX = 1120, PosY = 2000 },],
Arrows = [{ X = 0, Y = 0 },{ X = 2000, Y = 0 },{ X = 0, Y = 300 },{ X = 2000, Y = 300 },{ X = 1000, Y = 0 },{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 },{ X = 200, Y = 2000 },{ X = 1800, Y = 2000 },{ X = 880, Y = 2000 },{ X = 1120, Y = 2000 }]
}];
return true;

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@ -0,0 +1,5 @@
NextWave.ogg by daveincamas (http://www.freesound.org/people/daveincamas/sounds/27082/)
CC-BY 3.0
Attack.ogg by Erdie (http://www.freesound.org/people/Erdie/sounds/165614/)
CC-BY 3.0

View File

@ -8,7 +8,7 @@ public func AllStop()
for (var airship in FindObjects(Find_ID(Airship)))
{
airship->SetCommand();
airship->SetCommand("None");
airship->SetXDir();
airship->SetYDir();
}
@ -41,7 +41,7 @@ public func PrepareToBoard(object cpt)
if (member->GetProcedure() == "PUSH") member->SetAction("Walk");
count++;
}
// Suitable crows
// Suitable crew
if (count >= 5)
Sound("Attack");
// Let the captain yell something

View File

@ -1,8 +1,2 @@
Sky.jpg by http://www.splitshire.com/
CC0
NextWave.ogg by daveincamas (http://www.freesound.org/people/daveincamas/sounds/27082/)
CC-BY 3.0
Attack.ogg by Erdie (http://www.freesound.org/people/Erdie/sounds/165614/)
CC-BY 3.0
CC0