Added metal chunk.

heavy-resources
Clonkonaut 2014-04-07 23:15:40 +02:00
parent 59ee596d35
commit 98cfe13bf9
49 changed files with 87 additions and 57 deletions

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@ -0,0 +1,15 @@
[DefCore]
id=Chunk_Metal
Version=4,10,0,0
Category=C4D_Object
Width=12
Height=12
Offset=-6,-6
Vertices=3
VertexX=0,4,-4
VertexY=3,-3,-3
VertexFriction=40,40,40
Value=15
Mass=25
Components=Chunk_Ore=1
Rotate=1

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Width:  |  Height:  |  Size: 3.0 KiB

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@ -0,0 +1,25 @@
/*--- Metal Chunk ---*/
#include Library_CarryHeavy
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryPhase() { return 800; }
protected func Hit()
{
Sound("GeneralHit?");
}
public func IsChunk() { return true; }
public func IsFoundryProduct() { return true; }
public func GetFuelNeed() { return 100; }
func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(30,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Scale(1300)),def);
}
local Name = "$Name$";
local Description = "$Description$";
local Rebuy = true;
local Touchable = 2;
local Plane = 470;

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@ -0,0 +1,2 @@
Name=Metall
Description=Baumaterial für viele Gebäude.

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@ -0,0 +1,2 @@
Name=Metal
Description=Useful for construction.

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@ -11,10 +11,6 @@ protected func Hit(x, y)
return true;
}
public func ForceEnterProducer(id id)
{
if (id == Foundry) return true;
}
public func IsChunk() { return true; }
func Definition(def) {
@ -25,4 +21,4 @@ local Name = "$Name$";
local Description = "$Description$";
local Rebuy = true;
local Touchable = 2;
local Plane = 460;
local Plane = 460;

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@ -12,7 +12,7 @@ protected func Hit()
return 1;
}
public func IsFoundryProduct() { return true; }
public func IsFoundryProduct() { return false; }
public func GetFuelNeed() { return 100; }
local Name = "$Name$";

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@ -11,6 +11,6 @@ VertexY=0,3,-3
VertexFriction=50,50,50
Value=15
Mass=12
Components=Chunk_Wood=1;Metal=1;
Components=Chunk_Wood=1;Chunk_Metal=1;
Rotate=1

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@ -11,6 +11,6 @@ VertexY=-6,-6,6,6,0,0
VertexFriction=60,60,60,60,60,60
Value=12
Mass=20
Components=Chunk_Wood=2;Metal=1;
Components=Chunk_Wood=2;Chunk_Metal=1;
Rotate=1
Float=1

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@ -11,4 +11,4 @@ VertexY=3,-3,-3
VertexFriction=75,100,100
Value=1
Mass=5
Components=Metal=1
Components=Chunk_Metal=1

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@ -13,4 +13,4 @@ VertexFriction=90,90,90
Value=3
Mass=8
Rotate=1
Components=Coal=1;Firestone=1
Components=Chunk_Coal=1;Firestone=1

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@ -12,5 +12,5 @@ VertexFriction=50,50,50,50
Picture=0,0,64,64
Value=16
Mass=30
Components=Planks=1;Coal=2;Firestone=2
Components=Planks=1;Chunk_Coal=2;Firestone=2
Rotate=1

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@ -11,6 +11,6 @@ VertexY=0,0
VertexFriction=80,80
Value=12
Mass=10
Components=Planks=2;Metal=1;Rope=1;
Components=Planks=2;Chunk_Metal=1;Rope=1;
Rotate=1
Float=2

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@ -11,6 +11,6 @@ VertexY=1,5,-2,-2
VertexFriction=80,80,80,80
Value=3
Mass=15
Components=Chunk_Wood=1;Rock=1;
Components=Chunk_Wood=1;Chunk_Rock=1;
Rotate=1

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@ -11,6 +11,6 @@ VertexY=-6,-5,-5,4
VertexFriction=50,100,100,40
Value=10
Mass=20
Components=Chunk_Wood=1;Metal=1;
Components=Chunk_Wood=1;Chunk_Metal=1;
Rotate=1

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@ -11,5 +11,5 @@ VertexY=3
VertexFriction=50
Value=10
Mass=15
Components=Metal=1
Components=Chunk_Metal=1
Picture=64,0,64,64

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@ -11,6 +11,6 @@ VertexY=-6,-6,6,6,0,0
VertexFriction=60,60,60,60,60,60
Value=20
Mass=20
Components=Barrel=1;Coal=1;
Components=Barrel=1;Chunk_Coal=1;
NoComponentMass=1
Rotate=1

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@ -11,5 +11,5 @@ VertexY=-7,9,0
VertexFriction=50,50,50
Value=10
Mass=20
Components=Chunk_Wood=1;Metal=1;
Components=Chunk_Wood=1;Chunk_Metal=1;
Rotate=1

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@ -11,5 +11,5 @@ VertexY=0,0,0
VertexFriction=50,50,100
Value=10
Mass=10
Components=Chunk_Wood=1;Metal=1;
Components=Chunk_Wood=1;Chunk_Metal=1;
Rotate=1

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@ -11,5 +11,5 @@ VertexY=-3,2,2
VertexFriction=40,40,40
Value=20
Mass=7
Components=Metal=2;Crystal=2;
Components=Chunk_Metal=2;Crystal=2;
Rotate=1

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@ -12,6 +12,6 @@ VertexCNAT=1,2,16
VertexFriction=30,30,30
Value=8
Mass=12
Components=Metal=2
Components=Chunk_Metal=2
Rotate=1
Picture=0,20,64,64

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@ -10,5 +10,5 @@ VertexY=-1,-3,4
VertexFriction=50,50,50
Value=14
Mass=12
Components=Cloth=1;Metal=1;
Components=Cloth=1;Chunk_Metal=1;
Rotate=1

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@ -11,6 +11,6 @@ VertexY=-7,7
VertexFriction=50,50
Value=10
Mass=20
Components=Chunk_Wood=1;Metal=1;
Components=Chunk_Wood=1;Chunk_Metal=1;
Rotate=1

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@ -11,5 +11,5 @@ VertexY=0,0,2,0
VertexFriction=50,50,70
Value=25
Mass=15
Components=Metal=3;Planks=1;
Components=Chunk_Metal=3;Planks=1;
Rotate=1

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@ -12,5 +12,5 @@ VertexY=-2,2,2
VertexFriction=20,20,20
Value=3
Mass=10
Components=Metal=1;Firestone=1;
Components=Chunk_Metal=1;Firestone=1;
Rotate=1

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@ -11,6 +11,6 @@ VertexY=-12,13
VertexFriction=100,50
Value=12
Mass=9
Components=Chunk_Wood=2;Metal=1;
Components=Chunk_Wood=2;Chunk_Metal=1;
Rotate=1

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@ -11,5 +11,5 @@ VertexY=0,0,2,0
VertexFriction=50,50,70
Value=18
Mass=15
Components=Metal=2;Chunk_Wood=1;
Components=Chunk_Metal=2;Chunk_Wood=1;
Rotate=1

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@ -11,5 +11,5 @@ VertexY=-4,5,-2,-2
VertexFriction=50,50
Value=10
Mass=20
Components=Chunk_Wood=1;Metal=1;
Components=Chunk_Wood=1;Chunk_Metal=1;
Rotate=1

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@ -11,6 +11,6 @@ VertexY=-7,7
VertexFriction=50,50
Value=10
Mass=20
Components=Chunk_Wood=1;Metal=1;
Components=Chunk_Wood=1;Chunk_Metal=1;
Rotate=1

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@ -650,15 +650,6 @@ public func RequestObject(id obj_id, int amount)
/*-- Storage --*/
// Split chunks
func Collection2(object obj)
{
if (obj->~IsChunk())
obj->Split2Components();
// 1 frame delay, so the chunk can trigger the appriopriate carry heavy ending calls
// i.e. FxIntCarryHeavyStop
}
protected func RejectCollect(id item, object obj)
{
// Just return RejectEntrance for this object.

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@ -11,7 +11,7 @@ VertexY=-13,-15,-14,24,24,24
VertexFriction=50,50,50,100,100,100
Value=200
Mass=4500
Components=Planks=3;Metal=2;Loam=2
Components=Planks=3;Chunk_Metal=2;Loam=2
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=-17,-25,-14,25,25,25
VertexFriction=50,50,50,100,100,100
Value=200
Mass=4500
Components=Chunk_Wood=3;Metal=3
Components=Chunk_Wood=3;Chunk_Metal=3
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=0,-4,-4,10,10,10
VertexFriction=50, 50,50,100,100
Value=20
Mass=100
Components=Coal=1;Metal=1
Components=Chunk_Coal=1;Chunk_Metal=1
Exclusive=1
Construction=1
IncompleteActivity=1

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@ -11,7 +11,7 @@ VertexY=-27,-27,32,32,32
VertexFriction=50,50,100,100,100
Value=50
Mass=1500
Components=Planks=3;Metal=1
Components=Planks=3;Chunk_Metal=1
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=-34,-29,-29,34,34
VertexFriction=50,50,50,100,100
Value=200
Mass=100
Components=Chunk_Wood=3;Metal=1
Components=Chunk_Wood=3;Chunk_Metal=1
Picture=30,0,80,94
Exclusive=1
Construction=1

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@ -14,7 +14,6 @@ func PowerNeed() { return 0; }
public func Construction(object creator)
{
//SetProperty("MeshTransformation",Trans_Rotate(RandomX(-40,20),0,1,0));
SetAction("Default");
AddTimer("CollectionZone", 1);
@ -33,7 +32,7 @@ private func ProductionTime(id toProduce) { return 290; }
public func NeedRawMaterial(id rawmat_id)
{
if (rawmat_id->~IsFuel() || rawmat_id == Ore || rawmat_id == Nugget)
if (rawmat_id->~IsFuel() || rawmat_id == Chunk_Ore || rawmat_id == Chunk_Gold)
return true;
return false;
}

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@ -11,7 +11,7 @@ VertexY=41,-41, 41,41,41,11,2
VertexFriction=100,10,100,100,100,10,10
Value=200
Mass=4500
Components=Planks=3;Metal=3
Components=Planks=3;Chunk_Metal=3
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=-17,-25,-14,25,25,25
VertexFriction=50,50,50,100,100,100
Value=200
Mass=4500
Components=Planks=3;Chunk_Rock=1;Metal=1
Components=Planks=3;Chunk_Rock=1;Chunk_Metal=1
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=-4,-3,14,14
VertexFriction=50,50,100,100
Value=100
Mass=1000
Components=Planks=3;Metal=1;Chunk_Rock=1
Components=Planks=3;Chunk_Metal=1;Chunk_Rock=1
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=-3,15,15
VertexFriction=50,100,100
Value=40
Mass=400
Components=Planks=1;Metal=3;
Components=Planks=1;Chunk_Metal=3;
Picture=3360,0,112,128,0,0
Exclusive=1
Construction=1

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@ -11,7 +11,7 @@ VertexY=53,53,53, 3, 3,-17
VertexFriction=100,100,100,50,50,50
Value=200
Mass=4500
Components=Planks=12;Metal=6
Components=Planks=12;Chunk_Metal=6
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=-4,-4,24,24,24
VertexFriction=50,50,100,100
Value=180
Mass=4000
Components=Chunk_Rock=2;Metal=3
Components=Chunk_Rock=2;Chunk_Metal=3
Collection=-33,7,12,12
Exclusive=1
Construction=1

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@ -11,7 +11,7 @@ VertexY=-4,-3,19,19
VertexFriction=50,50,100,100
Value=200
Mass=4500
Components=Chunk_Wood=6;Metal=3
Components=Chunk_Wood=6;Chunk_Metal=3
Exclusive=1
Construction=1
ContainBlast=1

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@ -11,7 +11,7 @@ VertexY=-27,-25,-25,34,34
VertexFriction=50,50,50,100,100
Value=45
Mass=900
Components=Chunk_Wood=3;Metal=1
Components=Chunk_Wood=3;Chunk_Metal=1
Exclusive=1
Construction=1
Rotate=1

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@ -13,7 +13,7 @@ VertexFriction=50,50,50,15,5,5,15,5,5
Value=60
Mass=300
ColorByOwner=1
Components=Metal=6;Planks=4;
Components=Chunk_Metal=6;Planks=4;
Rotate=1
Entrance=-12,-12,24,24
Exclusive=1

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@ -12,7 +12,7 @@ VertexCNAT=0,4,5,6,1,2,1,2,9,10,8
VertexFriction=0,20,20,20,20,20,20,20,80,80,80
Value=50
Mass=5000
Components=Metal=4;Planks=4;Rope=2;
Components=Chunk_Metal=4;Planks=4;Rope=2;
Float=-27;
SolidMask=0,0,36,4,11,49
Picture=128,0,128,128,0,0

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@ -13,7 +13,7 @@ VertexCNAT=5,6,9,10
VertexFriction=80,80,10,10
Value=50
Mass=125
Components=Metal=4;Planks=2;
Components=Chunk_Metal=4;Planks=2;
GrabPutGet=C4D_GrabGet|C4D_GrabPut
Rotate=30
UprightAttach=8

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@ -13,7 +13,7 @@ VertexCNAT=5,6,9,10
VertexFriction=80,80,10,10
Value=50
Mass=125
Components=Metal=1;Chunk_Wood=6;
Components=Chunk_Metal=1;Chunk_Wood=6;
Entrance=-12,-12,24,24
RotatedEntrance=1
GrabPutGet=C4D_GrabGet|C4D_GrabPut

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@ -13,7 +13,7 @@ VertexCNAT=5,6,9,10
VertexFriction=80,80,10,10
Value=20
Mass=75
Components=Metal=2;Chunk_Wood=1;
Components=Chunk_Metal=2;Chunk_Wood=1;
Collection=-12,-8,24,10
GrabPutGet=C4D_GrabGet|C4D_GrabPut
Rotate=30